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Can we talk about best practices?
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<blockquote data-quote="Malmuria" data-source="post: 8341542" data-attributes="member: 7030755"><p>What a wonderful description of teen/pre-teen dnd play!</p><p></p><p></p><p></p><p></p><p>I wonder what that would look like for a neo-trad/OC style of play. I'm imagining that it would look something like the CoC starter set. It works in CoC because the game is so tightly themed, whereas dnd is such a self-referential cultural mashup at this point. But I imagine the best practices for that kind of game would actually include principles that are distasteful to classic/osr players. For example, if the goal is to create a semi-scripted heroic fantasy story with lots of tactical combat, the dm will need to <s>railroad</s> direct players to the prepared plot while convincing them it was their idea. The dm in that style of game sort of <em>is</em> an entertainer and all-knowing world builder. The dungeon is a mechanism for pacing encounters (usually combat) rather than a virtual space to be explored. The advice I've seen for running the campaign-length modules suggest all of this, in essence, but for a dmg-style book to come out and say it would be controversial because of the investments some have in other styles of play that, honestly, 5e does not do a good job of supporting.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8341542, member: 7030755"] What a wonderful description of teen/pre-teen dnd play! I wonder what that would look like for a neo-trad/OC style of play. I'm imagining that it would look something like the CoC starter set. It works in CoC because the game is so tightly themed, whereas dnd is such a self-referential cultural mashup at this point. But I imagine the best practices for that kind of game would actually include principles that are distasteful to classic/osr players. For example, if the goal is to create a semi-scripted heroic fantasy story with lots of tactical combat, the dm will need to [S]railroad[/S] direct players to the prepared plot while convincing them it was their idea. The dm in that style of game sort of [I]is[/I] an entertainer and all-knowing world builder. The dungeon is a mechanism for pacing encounters (usually combat) rather than a virtual space to be explored. The advice I've seen for running the campaign-length modules suggest all of this, in essence, but for a dmg-style book to come out and say it would be controversial because of the investments some have in other styles of play that, honestly, 5e does not do a good job of supporting. [/QUOTE]
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