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<blockquote data-quote="Hussar" data-source="post: 6839034" data-attributes="member: 22779"><p>I suppose a bit of self reflection is in order. I know that I tend to be really goal oriented in play. Doesn't matter what the goal is, but, if we have a goal then I don't have a lot of patience for extraneous stuff. </p><p></p><p>For example, entering the wizard's abandoned home. Outside the home were a couple of shambling mound guardians. A fun little fight with far too many really bad vegetable puns. No problem. We're moving forward. We get into the home and begin exploring. Cool, no problems. We're learning about one PC's background and that's what we're here for. </p><p></p><p>Then, one character opens a chest and every monster in the entire place activates and attacks. </p><p></p><p>It was a fun fight but also rather pointless. There was no real reason to have that fight and, because it was triggered by a single mistake, largely unavoidable. </p><p></p><p>So, we wind up spending quite a bit of table time on this, and, really it was inconsequential. We didn't really learn anything and it didn't move us forward. All it really did was eat time. </p><p></p><p>For the current scenario, as far as I'm concerned, getting to the manor was largely pointless. We learned very little of consequence and the whole point of the exercise was getting into the house, talking to the NPC and then moving on. Thus, my frustration. We spent an entire session trying to get to the point of the scenario only to have it fall apart on a die roll. Sorry, three consecutive die rolls, the failure of any of which flushed out plans down the toilet. </p><p></p><p>If the goal was to go in and kill everyone then fine. But that was never the goal and we spent all that time trying to avoid it. Only to have a 1 in 4 chance of success. Did we make a mistake? Well obviously from [MENTION=72670]Raunalyn[/MENTION]'s point of view. From mine, we did everything reasonable with the information we had and still had very little chance of success. </p><p></p><p>So now we get to spend another hour of table time resolving a combat that we were trying not to have all the way along. </p><p></p><p>I would guess that part of the reason for the different reactions is that some players are perfectly happy to just play. The play is the thing for them. It isn't for me. I'm in it for the story which is defined in large part by the goals of the players. </p><p></p><p>We want to talk to the paladin's father is the goal. Random fight with house guards has nothing to do with that goal, so for me, it's just something to play through until we get to the interesting bits.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6839034, member: 22779"] I suppose a bit of self reflection is in order. I know that I tend to be really goal oriented in play. Doesn't matter what the goal is, but, if we have a goal then I don't have a lot of patience for extraneous stuff. For example, entering the wizard's abandoned home. Outside the home were a couple of shambling mound guardians. A fun little fight with far too many really bad vegetable puns. No problem. We're moving forward. We get into the home and begin exploring. Cool, no problems. We're learning about one PC's background and that's what we're here for. Then, one character opens a chest and every monster in the entire place activates and attacks. It was a fun fight but also rather pointless. There was no real reason to have that fight and, because it was triggered by a single mistake, largely unavoidable. So, we wind up spending quite a bit of table time on this, and, really it was inconsequential. We didn't really learn anything and it didn't move us forward. All it really did was eat time. For the current scenario, as far as I'm concerned, getting to the manor was largely pointless. We learned very little of consequence and the whole point of the exercise was getting into the house, talking to the NPC and then moving on. Thus, my frustration. We spent an entire session trying to get to the point of the scenario only to have it fall apart on a die roll. Sorry, three consecutive die rolls, the failure of any of which flushed out plans down the toilet. If the goal was to go in and kill everyone then fine. But that was never the goal and we spent all that time trying to avoid it. Only to have a 1 in 4 chance of success. Did we make a mistake? Well obviously from [MENTION=72670]Raunalyn[/MENTION]'s point of view. From mine, we did everything reasonable with the information we had and still had very little chance of success. So now we get to spend another hour of table time resolving a combat that we were trying not to have all the way along. I would guess that part of the reason for the different reactions is that some players are perfectly happy to just play. The play is the thing for them. It isn't for me. I'm in it for the story which is defined in large part by the goals of the players. We want to talk to the paladin's father is the goal. Random fight with house guards has nothing to do with that goal, so for me, it's just something to play through until we get to the interesting bits. [/QUOTE]
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