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<blockquote data-quote="Asisreo" data-source="post: 8018245" data-attributes="member: 7019027"><p>My advice would be: it's a game. </p><p></p><p>Many people forget that games are meant to be fun, challenging, and interesting. And the best way to actually make the game fun is through understanding game design. </p><p></p><p>Too often, DM's forget that they're running a game and want to run their next LoTR or their next Star Wars (this is in general, I don't want to leave out other systems). They'll run it like a book or movie when they might not realize how bad it sucks to be a main character in some of these fictions. If I was a powergamer, I'd hate playing Frodo. I'd want to be Gandalf all the time, but the DM might say only this race is able of moving the McGuffin. There's some sequences in movies that are fun for the audience to watch but can be a slog when the 3 minute action scene turns into a 30 minute dice challenge. </p><p></p><p>DM's will also try to homebrew things into or out of the system without <em>really</em> taking the balance into consideration. Want to make a homebrew martial weapon that's versatile and does 2d4 when 2-handed? Sure, go ahead. Want to homebrew a sorcerer's sorcery points to recover on short rests at level 2? Whoa, slow down and think about what exactly you're empowering them with, and what you're taking away from classes like Warlock. </p><p></p><p>Good game design usually flows with the system, not against it. If you're trying to run high combat superhero adventures in CoC, you're going to face issues even at lower levels. If you're trying to play a survival campaign, you'll find yourself banning whole features, spells, and even subclasses in DnD. If you are stingy with magic items because of a low magic setting, your players in Pathfinder may seriously suffer. That's why I usually advocate for DM's to not be so stubborn about playing "D&D" but dismantling it until it's just Asisreo's amateur TTRPG system that is really only fun because the group Asisreo's specific table isn't mean/smart enough to break his system. </p><p></p><p>Try to design your games along with the system rather than against it. You'll usually find it flows better. If you can't get the system to feel right at all, try a different TTRPG and see how you like it. 5e takes all the spotlight now, and it's wonderful, but there's no need to stick to it if it just isn't working.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8018245, member: 7019027"] My advice would be: it's a game. Many people forget that games are meant to be fun, challenging, and interesting. And the best way to actually make the game fun is through understanding game design. Too often, DM's forget that they're running a game and want to run their next LoTR or their next Star Wars (this is in general, I don't want to leave out other systems). They'll run it like a book or movie when they might not realize how bad it sucks to be a main character in some of these fictions. If I was a powergamer, I'd hate playing Frodo. I'd want to be Gandalf all the time, but the DM might say only this race is able of moving the McGuffin. There's some sequences in movies that are fun for the audience to watch but can be a slog when the 3 minute action scene turns into a 30 minute dice challenge. DM's will also try to homebrew things into or out of the system without [I]really[/I] taking the balance into consideration. Want to make a homebrew martial weapon that's versatile and does 2d4 when 2-handed? Sure, go ahead. Want to homebrew a sorcerer's sorcery points to recover on short rests at level 2? Whoa, slow down and think about what exactly you're empowering them with, and what you're taking away from classes like Warlock. Good game design usually flows with the system, not against it. If you're trying to run high combat superhero adventures in CoC, you're going to face issues even at lower levels. If you're trying to play a survival campaign, you'll find yourself banning whole features, spells, and even subclasses in DnD. If you are stingy with magic items because of a low magic setting, your players in Pathfinder may seriously suffer. That's why I usually advocate for DM's to not be so stubborn about playing "D&D" but dismantling it until it's just Asisreo's amateur TTRPG system that is really only fun because the group Asisreo's specific table isn't mean/smart enough to break his system. Try to design your games along with the system rather than against it. You'll usually find it flows better. If you can't get the system to feel right at all, try a different TTRPG and see how you like it. 5e takes all the spotlight now, and it's wonderful, but there's no need to stick to it if it just isn't working. [/QUOTE]
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