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Current take on GWM/SS
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<blockquote data-quote="iserith" data-source="post: 6644279" data-attributes="member: 97077"><p>If we were talking about a board game or some kind of competitive game, then I'd agree with you. That's not what D&D is though. The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery and its "win" conditions are as follows: (1) everyone having a good time and (2) creating an exciting, memorable story. Further, players are encouraged by the Inspiration game mechanic to sometimes make sub-optimal choices related to traits, ideals, bonds, or flaws.</p><p></p><p></p><p></p><p>A well-designed challenge will allow for player choices to change the difficulty. The drive to reduce the difficulty to an <em>unsatisfying</em> level should in my view be balanced against achieving the "win" conditions I mentioned above.</p><p></p><p></p><p></p><p>The characters winning isn't always what's best for the story. I'm not advocating removing the threat of failure or the tension it brings to the game.</p></blockquote><p></p>
[QUOTE="iserith, post: 6644279, member: 97077"] If we were talking about a board game or some kind of competitive game, then I'd agree with you. That's not what D&D is though. The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery and its "win" conditions are as follows: (1) everyone having a good time and (2) creating an exciting, memorable story. Further, players are encouraged by the Inspiration game mechanic to sometimes make sub-optimal choices related to traits, ideals, bonds, or flaws. A well-designed challenge will allow for player choices to change the difficulty. The drive to reduce the difficulty to an [I]unsatisfying[/I] level should in my view be balanced against achieving the "win" conditions I mentioned above. The characters winning isn't always what's best for the story. I'm not advocating removing the threat of failure or the tension it brings to the game. [/QUOTE]
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