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Array v 4d6: Punishment? Or overlooked data
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<blockquote data-quote="LostSoul" data-source="post: 6408960" data-attributes="member: 386"><p>I am going to number the questions for ease of response.</p><p></p><p></p><p></p><p>1. Because adventure path, episodic, and sandbox games play differently and ask different things of the players involved. The players are making different decisions.</p><p></p><p>2. The players don't have their own goals in an adventure path. It's a forced, singular, party goal. In a sandbox, the players may or may not have shared goals, as they desire.</p><p></p><p>In a sandbox, one player might have his PC object to another player's PC's goal. This doesn't happen in an adventure path. The higher-powered PC becomes a strategic element in the game world, just like any other. (And this is why I think Alignment and Thieves were introduced to the game.)</p><p></p><p>If a player's PC has more power than other PCs (in any fashion) in a sandbox game, the players are going to have to deal with that fact. In an adventure path, you can just let that player's PC take the lion's share of trouble.</p><p></p><p>3. An episodic game revolves around screen time - it's the basic point of play (like time is in a Gygaxian game). In that case, the relative power of the PCs doesn't matter. But in a sandbox game it's important to maintain strategic consistency.</p><p></p><p>If the DM acts as an impartial arbiter of the game world, then "screen time" is going to vary. You can't do both at the same time. (Well, you could - while one PC fights off a horde of orcs while another eats lunch, and the player takes 30 minutes to do so, I guess you could spend 30 minutes going over the other PC's lunch.)</p><p></p><p>I'm not familiar enough with adventure paths to comment on screen time.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6408960, member: 386"] I am going to number the questions for ease of response. 1. Because adventure path, episodic, and sandbox games play differently and ask different things of the players involved. The players are making different decisions. 2. The players don't have their own goals in an adventure path. It's a forced, singular, party goal. In a sandbox, the players may or may not have shared goals, as they desire. In a sandbox, one player might have his PC object to another player's PC's goal. This doesn't happen in an adventure path. The higher-powered PC becomes a strategic element in the game world, just like any other. (And this is why I think Alignment and Thieves were introduced to the game.) If a player's PC has more power than other PCs (in any fashion) in a sandbox game, the players are going to have to deal with that fact. In an adventure path, you can just let that player's PC take the lion's share of trouble. 3. An episodic game revolves around screen time - it's the basic point of play (like time is in a Gygaxian game). In that case, the relative power of the PCs doesn't matter. But in a sandbox game it's important to maintain strategic consistency. If the DM acts as an impartial arbiter of the game world, then "screen time" is going to vary. You can't do both at the same time. (Well, you could - while one PC fights off a horde of orcs while another eats lunch, and the player takes 30 minutes to do so, I guess you could spend 30 minutes going over the other PC's lunch.) I'm not familiar enough with adventure paths to comment on screen time. [/QUOTE]
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