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General Tabletop Discussion
*TTRPGs General
Are players who are tactically effective difficult to run?
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<blockquote data-quote="Guilt Puppy" data-source="post: 545628" data-attributes="member: 6521"><p>Maybe it was you. The "raining death from afar" mission would get boring pretty quick if it was really that easy. Granted, it's a strong tactic (albeit a very general one), and you should have a an advantage for coming up with it it, but if it was really as easy as "we sit back and kill everything," why bother running the encounter? I'm assuming the DM's response to your suggestion was hyperbole... More to the point of "I'm going to make sure that tactic doesn't make things too easy."</p><p></p><p>The DM, IMO, <em>should</em> play "against" the players, to a certain degree... I always root for my players to win, but I always make sure that (at the very least) winning isn't guaranteed. That's what makes it worthwhile.</p><p></p><p>(Of course, as you said, you prefer story-based games, so I could see how your opinion might differ a little... In a really story-based game player involvement is a lot different, and you could just get away with letting the DM describe how handily you defeat your foes, if it's interesting in the context of the larger story. My games to tend to be story-focused, but I try to make the story as dynamic as possible -- oftentimes this makes it a less interesting story, as it doesn't always come together in the way that stories do, but by my standards it's a more fun game. YMMV of course <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p></blockquote><p></p>
[QUOTE="Guilt Puppy, post: 545628, member: 6521"] Maybe it was you. The "raining death from afar" mission would get boring pretty quick if it was really that easy. Granted, it's a strong tactic (albeit a very general one), and you should have a an advantage for coming up with it it, but if it was really as easy as "we sit back and kill everything," why bother running the encounter? I'm assuming the DM's response to your suggestion was hyperbole... More to the point of "I'm going to make sure that tactic doesn't make things too easy." The DM, IMO, [i]should[/i] play "against" the players, to a certain degree... I always root for my players to win, but I always make sure that (at the very least) winning isn't guaranteed. That's what makes it worthwhile. (Of course, as you said, you prefer story-based games, so I could see how your opinion might differ a little... In a really story-based game player involvement is a lot different, and you could just get away with letting the DM describe how handily you defeat your foes, if it's interesting in the context of the larger story. My games to tend to be story-focused, but I try to make the story as dynamic as possible -- oftentimes this makes it a less interesting story, as it doesn't always come together in the way that stories do, but by my standards it's a more fun game. YMMV of course :) ) [/QUOTE]
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