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Combat as War vs. Sport and a Missing Third Mode
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<blockquote data-quote="Lanefan" data-source="post: 9887701" data-attributes="member: 29398"><p>The neutral and impartial piece is around how you run what's already been prepped (or written, if using a canned module).</p><p></p><p>If the module says there's 2 Beholders in the room and the PCs get way in over their heads in trying to deal with them, a CaW DM isn't going to help those PCs out. They're on their own as to whether they cut and run (maybe leaving some fallen comrades behind) or stand in till the bitter end, or try to negotiate, or whatever other approach they decide upon.</p><p></p><p>A CaS DM would adjust that encounter on the fly upon realizing the PCs were otherwise pooched.</p><p></p><p>When I write my own adventures I'm often running on several different (and sometimes conflicting) trains of thought at the same time:</p><p></p><p>--- what makes in-setting sense for this scenario?</p><p>--- what can I put in to make this adventure even a bit unique, that maybe hasn't been done loads of times before?</p><p>--- what can they handle, keeping in mind that when put to the test PC parties are astonishingly resilient things?</p><p>--- does, or can, any of this fit in with bigger and-or previously established elements of the fiction?</p><p></p><p>The first and fourth points above are agnostic to the players and their PCs. The second point is more for player interest, while the third is more character-centric (assuming I've any idea which particular PCs they'll bring on that adventure).</p><p></p><p>In the sense that the PCs are the centre of attention, they're still the heroes and are still expected to win...and could maybe even be actual heroes, if the thieves are played with a Robin Hood-like mentality.</p><p></p><p>The bolded is a very CaW outlook, where combat is seen as the last resort and to be avoided if possible; as opposed to CaS where combat is expected and to be leaned into.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9887701, member: 29398"] The neutral and impartial piece is around how you run what's already been prepped (or written, if using a canned module). If the module says there's 2 Beholders in the room and the PCs get way in over their heads in trying to deal with them, a CaW DM isn't going to help those PCs out. They're on their own as to whether they cut and run (maybe leaving some fallen comrades behind) or stand in till the bitter end, or try to negotiate, or whatever other approach they decide upon. A CaS DM would adjust that encounter on the fly upon realizing the PCs were otherwise pooched. When I write my own adventures I'm often running on several different (and sometimes conflicting) trains of thought at the same time: --- what makes in-setting sense for this scenario? --- what can I put in to make this adventure even a bit unique, that maybe hasn't been done loads of times before? --- what can they handle, keeping in mind that when put to the test PC parties are astonishingly resilient things? --- does, or can, any of this fit in with bigger and-or previously established elements of the fiction? The first and fourth points above are agnostic to the players and their PCs. The second point is more for player interest, while the third is more character-centric (assuming I've any idea which particular PCs they'll bring on that adventure). In the sense that the PCs are the centre of attention, they're still the heroes and are still expected to win...and could maybe even be actual heroes, if the thieves are played with a Robin Hood-like mentality. The bolded is a very CaW outlook, where combat is seen as the last resort and to be avoided if possible; as opposed to CaS where combat is expected and to be leaned into. [/QUOTE]
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