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Balancing "RP" and "G"
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<blockquote data-quote="The Shaman" data-source="post: 2745691" data-attributes="member: 26473"><p>Lay it on me.Mutual enjoyment is my number one goal.I feel that I play well if the bad guys offer the players an exciting challenge - part of that excitement comes from knowing that their characters are facing a 'real' threat, that is, one with lasting consequences in the game.</p><p></p><p>If there are no meaningful consequences (i.e., "I won't let your characters die on a fluke roll"), then the excitement of playing is lost. I prefer to play with other gamers who share that philosophy.Meaningful challenges are those that have lasting consequences. Knowing that my character won't die, that luck is no longer a factor, makes challenges less meaningful for me. It tells me that I'm part of a script written by the GM, and that the only time I'll face actual consequences for what happens in the game is when the GM wants to create some arbitrary sense of drama.</p><p></p><p>The prospect of rolling a one at a critical junction during a mundane encounter is more exciting to me than my character being arbitrarily kept alive in order to "advance the plot."Okay. My character choice is, my character is such a great swordsman that he never misses. Make it happen.Why?</p><p></p><p>Would I be correct in guessing that you have the beginning, middle, and end of your campaign written before the players roll up their characters? That you have "scenes" and a "big climax" with the BBEG in mind before you sit down at the table? :\ Many years ago, I TPK'd a party with a lone orc, a wandering monster, no less. The players rolled badly, I rolled well - four dead characters.</p><p></p><p>That orc became a legend. There was a running joke about the "Uber-Orc" for years, that is was lurking somewhere in my dungeons and wildernesses, that it rode a dragon and was 'serviced' by a succubus. Moreover, the players never discounted what appeared to be "pushover" encounters. It was, in the long run, a "fun" encounter for everyone, which is to say, it was memorable and enjoyable from the standpoint of the players recalling the encounter.</p><p></p><p>The element of luck is what puts me on edge anytime my character faces a challenge, large or small - the knowledge that I can't take anything for granted provides the excitement of gaming. Your style of play takes that excitement away, by reducing the "unimportant" encounters to meaningless shadowboxing. I can't imagine a more boring way to spend my gaming time.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2745691, member: 26473"] Lay it on me.Mutual enjoyment is my number one goal.I feel that I play well if the bad guys offer the players an exciting challenge - part of that excitement comes from knowing that their characters are facing a 'real' threat, that is, one with lasting consequences in the game. If there are no meaningful consequences (i.e., "I won't let your characters die on a fluke roll"), then the excitement of playing is lost. I prefer to play with other gamers who share that philosophy.Meaningful challenges are those that have lasting consequences. Knowing that my character won't die, that luck is no longer a factor, makes challenges less meaningful for me. It tells me that I'm part of a script written by the GM, and that the only time I'll face actual consequences for what happens in the game is when the GM wants to create some arbitrary sense of drama. The prospect of rolling a one at a critical junction during a mundane encounter is more exciting to me than my character being arbitrarily kept alive in order to "advance the plot."Okay. My character choice is, my character is such a great swordsman that he never misses. Make it happen.Why? Would I be correct in guessing that you have the beginning, middle, and end of your campaign written before the players roll up their characters? That you have "scenes" and a "big climax" with the BBEG in mind before you sit down at the table? :\ Many years ago, I TPK'd a party with a lone orc, a wandering monster, no less. The players rolled badly, I rolled well - four dead characters. That orc became a legend. There was a running joke about the "Uber-Orc" for years, that is was lurking somewhere in my dungeons and wildernesses, that it rode a dragon and was 'serviced' by a succubus. Moreover, the players never discounted what appeared to be "pushover" encounters. It was, in the long run, a "fun" encounter for everyone, which is to say, it was memorable and enjoyable from the standpoint of the players recalling the encounter. The element of luck is what puts me on edge anytime my character faces a challenge, large or small - the knowledge that I can't take anything for granted provides the excitement of gaming. Your style of play takes that excitement away, by reducing the "unimportant" encounters to meaningless shadowboxing. I can't imagine a more boring way to spend my gaming time. [/QUOTE]
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