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Balancing "RP" and "G"
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<blockquote data-quote="Reynard" data-source="post: 2746738" data-attributes="member: 467"><p>I really do get what you are saying. i do. i just don't agree with you. It isn't necessary to fudge to 'preserve the story' or 'ensure the enjoyment of the players', at least not in my experience. Players are a resilient lot -- they roll with the punches and they find ways to make the game fun for themselves and each other.</p><p></p><p>And I am not adverse to setting up a situation that the PCs are 'supposed' to succed at. But, if I do that, I don't design it in such a way that a single die roll can kill the whole thing. if I want mooks to come out of the woodwork to provide a nice little diversionary challenge, I don't create them in such a way as to be big threat to the PCs. And in that situation, if the mooks start critting every hit and the PCs are whiffing left and right -- well, only the dumb PCs will hold the line when they are getting destroyed.</p><p></p><p>And when it comes to a 'finale' or a BBEG encounter, the gloves are off. The players ppreciate that, I have found. They want to know that they won that battle, that they saved the realm or that they cleansed the world of some horrible evil. they don't want to think that it was inevitable, that their failures would be ignored to preserve the 'perfect' ending.</p><p></p><p>Really, it is a difference in play style that is pretty severe. Player's that don't agree with me likely wouldn't have much fun at my table (though i have never experienced this) and I know I wouldn't have fun at a table run the other way.</p><p></p><p>The reason i asked, though, is I was curious how others see it. So, seriously, I appreciate you going into such detail.</p><p></p><p></p><p>Even if you're wrong... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Reynard, post: 2746738, member: 467"] I really do get what you are saying. i do. i just don't agree with you. It isn't necessary to fudge to 'preserve the story' or 'ensure the enjoyment of the players', at least not in my experience. Players are a resilient lot -- they roll with the punches and they find ways to make the game fun for themselves and each other. And I am not adverse to setting up a situation that the PCs are 'supposed' to succed at. But, if I do that, I don't design it in such a way that a single die roll can kill the whole thing. if I want mooks to come out of the woodwork to provide a nice little diversionary challenge, I don't create them in such a way as to be big threat to the PCs. And in that situation, if the mooks start critting every hit and the PCs are whiffing left and right -- well, only the dumb PCs will hold the line when they are getting destroyed. And when it comes to a 'finale' or a BBEG encounter, the gloves are off. The players ppreciate that, I have found. They want to know that they won that battle, that they saved the realm or that they cleansed the world of some horrible evil. they don't want to think that it was inevitable, that their failures would be ignored to preserve the 'perfect' ending. Really, it is a difference in play style that is pretty severe. Player's that don't agree with me likely wouldn't have much fun at my table (though i have never experienced this) and I know I wouldn't have fun at a table run the other way. The reason i asked, though, is I was curious how others see it. So, seriously, I appreciate you going into such detail. Even if you're wrong... :D [/QUOTE]
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