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<blockquote data-quote="The Shaman" data-source="post: 5709415" data-attributes="member: 26473"><p>And I don't enjoy a game where my character dies because the referee decided it was 'dramatically appropriate' to the 'story.'</p><p></p><p>I can't speak to anyone else's campaigns, but in my games there are no "stupid random encounters." Random encounters are the expression of the living setting, and should be treated as such by the players and their characters.It's a game. Luck happens.That's crappy game management by the referee.<img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p>Letting the dice fall where they may doesn't make a game "hack and slash," nor does it preclude putting thought into your character.The fact that characters in roll-in-the-open games don't necessarily die "a lot" suggests that this is a player problem, not a rules problem.</p><p></p><p>Players whose characters die "a lot" in games without fudging, in my experience, may be poor tactical and strategic thinkers, or they may have a poor grasp of the game-genre.<img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p>I "want a lot of role playing," too, and I don't need my character protected from the dice to do it, or get it from the players in the games I run.</p><p></p><p>This whole, "But we're SERIOUS roleplayers!" thing is incredibly tiresome.Bringing in a character on the fly doesn't need to involve 'insta-trust.'I've got no problem with this.I tend to design encounters such that there is an advantage to capturing the adventurers rather than killing them - ransom and slavery tend to be big in my game-worlds - or, in the case of predators, killing one character leads to trying to drag away a meal rather than killing the rest of the party.</p><p></p><p>Then again, I couldn't really give a red piss if encounters are balanced or not; if the adventurers are in over their heads, then they need to run like death was nipping at their heels, 'cause it probably is.I can completely understand this, but there are also other ways to maintain the 'fog of war' so that rolling behind a screen isn't necessary.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5709415, member: 26473"] And I don't enjoy a game where my character dies because the referee decided it was 'dramatically appropriate' to the 'story.' I can't speak to anyone else's campaigns, but in my games there are no "stupid random encounters." Random encounters are the expression of the living setting, and should be treated as such by the players and their characters.It's a game. Luck happens.That's crappy game management by the referee.:erm: Letting the dice fall where they may doesn't make a game "hack and slash," nor does it preclude putting thought into your character.The fact that characters in roll-in-the-open games don't necessarily die "a lot" suggests that this is a player problem, not a rules problem. Players whose characters die "a lot" in games without fudging, in my experience, may be poor tactical and strategic thinkers, or they may have a poor grasp of the game-genre.:erm: I "want a lot of role playing," too, and I don't need my character protected from the dice to do it, or get it from the players in the games I run. This whole, "But we're SERIOUS roleplayers!" thing is incredibly tiresome.Bringing in a character on the fly doesn't need to involve 'insta-trust.'I've got no problem with this.I tend to design encounters such that there is an advantage to capturing the adventurers rather than killing them - ransom and slavery tend to be big in my game-worlds - or, in the case of predators, killing one character leads to trying to drag away a meal rather than killing the rest of the party. Then again, I couldn't really give a red piss if encounters are balanced or not; if the adventurers are in over their heads, then they need to run like death was nipping at their heels, 'cause it probably is.I can completely understand this, but there are also other ways to maintain the 'fog of war' so that rolling behind a screen isn't necessary. [/QUOTE]
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