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D&D, Epic Fantasy, and the Long-Term Campaign Paradigm
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<blockquote data-quote="Jacob Lewis" data-source="post: 7622606" data-attributes="member: 6667921"><p>Everything in the history of the D&D game is structured around combat and levels. Modules were designed to accomodate certain levels. Encounters are scaled to match character levels. Experience points charts dictate the pacing of storylines to provide x-number of encounters for the group to reach the next level. Rewards like magic items and coins are based around character levels. Monsters have levels, spells have levels, and even dungeons have levels. </p><p></p><p>And what do all these levels suggest? It ain't the story arcs! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>D&D is not an open-narrative game because combat encounters are the heart of the game, and they must be measured carefully. A party of level X can handle so many fights with monsters of an appropriate challenge rating before running out of powers and resources. Planning for interesting encounters takes time, but getting the players to arrive at the designated location has more to do with their condition and ability than with the structure or pacing of the plot. Other systems with less emphasis on this kind of power level structure have more room to wiggle and improvise to go with the flow of the narrative.</p><p></p><p>D&D is good at what it does. You just need to make some adjustments to either the system, your playstyle, or your expectations if you want a different experience. But players have been doing that since the first books were printed, and continue to do so today.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 7622606, member: 6667921"] Everything in the history of the D&D game is structured around combat and levels. Modules were designed to accomodate certain levels. Encounters are scaled to match character levels. Experience points charts dictate the pacing of storylines to provide x-number of encounters for the group to reach the next level. Rewards like magic items and coins are based around character levels. Monsters have levels, spells have levels, and even dungeons have levels. And what do all these levels suggest? It ain't the story arcs! ;) D&D is not an open-narrative game because combat encounters are the heart of the game, and they must be measured carefully. A party of level X can handle so many fights with monsters of an appropriate challenge rating before running out of powers and resources. Planning for interesting encounters takes time, but getting the players to arrive at the designated location has more to do with their condition and ability than with the structure or pacing of the plot. Other systems with less emphasis on this kind of power level structure have more room to wiggle and improvise to go with the flow of the narrative. D&D is good at what it does. You just need to make some adjustments to either the system, your playstyle, or your expectations if you want a different experience. But players have been doing that since the first books were printed, and continue to do so today. [/QUOTE]
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