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*Dungeons & Dragons
Beholder hunting: nasty counter-tactics to Darkness?
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<blockquote data-quote="Celtavian" data-source="post: 6680726" data-attributes="member: 5834"><p>Definitely refreshing for all us to play with some younger players where all this stuff is new. The veteran players are letting the younger guys take some of the initiative. It's more fun that way. Everything is new to them. Though both our WoW players, so tactical play is very natural to them. They both know how to use their abilities effectively. </p><p></p><p>The side quest isn't a "never", more of a "rarely." I throw some stuff in that is random. I don't prefer the lots of little adventures approach. Over the years I've found players prefer to be led around a bit. Before I hear from the peanut gallery, I get that isn't 100% of players, just a good majority in my experience. Structured adventures keep players focused on a task rather than having them randomly choose tasks. A focused group leads to more focused play as long as you are creating challenging encounters as part of an engaging narrative. An occasional unrelated encounter doesn't hurt.</p><p></p><p>We recently ran <em>Keep on the Borderlands</em>. I consider that more of a location railroad than a story railroad. I don't mind location railroads where the party is clearing a location for no other reason than to explore, kill, and accumulate. Often the entire narrative is built on exploration and all the events that occur during. I still consider location railroads story-oriented and I work in various story elements to provide the illusion of a purpose-driven world. </p><p></p><p>I would never exclude friends from the table due to experience. I play only with well-known people at this point. I'm not adventurous with gaming groups like I was when I was younger.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6680726, member: 5834"] Definitely refreshing for all us to play with some younger players where all this stuff is new. The veteran players are letting the younger guys take some of the initiative. It's more fun that way. Everything is new to them. Though both our WoW players, so tactical play is very natural to them. They both know how to use their abilities effectively. The side quest isn't a "never", more of a "rarely." I throw some stuff in that is random. I don't prefer the lots of little adventures approach. Over the years I've found players prefer to be led around a bit. Before I hear from the peanut gallery, I get that isn't 100% of players, just a good majority in my experience. Structured adventures keep players focused on a task rather than having them randomly choose tasks. A focused group leads to more focused play as long as you are creating challenging encounters as part of an engaging narrative. An occasional unrelated encounter doesn't hurt. We recently ran [I]Keep on the Borderlands[/I]. I consider that more of a location railroad than a story railroad. I don't mind location railroads where the party is clearing a location for no other reason than to explore, kill, and accumulate. Often the entire narrative is built on exploration and all the events that occur during. I still consider location railroads story-oriented and I work in various story elements to provide the illusion of a purpose-driven world. I would never exclude friends from the table due to experience. I play only with well-known people at this point. I'm not adventurous with gaming groups like I was when I was younger. [/QUOTE]
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Beholder hunting: nasty counter-tactics to Darkness?
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