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Daggerheart Review: The Duality of Robust Combat Mechanics and Freeform Narrative
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<blockquote data-quote="Sketchpad" data-source="post: 9666351" data-attributes="member: 9168"><p>Part of what appears to be the issue is that folks define "fun" differently from group to group. As an example, I ran the FFG Star Wars for a while and enjoyed it for the most part. The group I ran with enjoyed the game as well, but most of the narrative functions of the game weren't used very much, and it didn't interrupt their fun. </p><p></p><p>I've seen a variety of groups in my time rolling dice, and sometimes you get folks who want to live in the world with their characters, and other times you get murder hobos who just want the power fantasy. In the same respect, you have games that cater to either idea. Heck, D&D caters to them both (and many others), particularly when you're running the older variations. It doesn't make them more or less "fun" in general, but rather just for the person/group playing. </p><p></p><p><strong>DarkCrisis</strong>, you keep saying that "everyone should be having fun." Did you and your group have fun? Great if they did. If they didn't, maybe you should reevaluate the game you're running or the system being used. A great example is a time I ran Fate for a group. Most of the folks had been gaming for a while and we were all looking forward to it. But after running one session, I knew it wasn't for them. How? They had an issue with the Fate Point mechanics and the simplicity of the game. Within two weeks, I had folks asking me to run GURPS instead, which kind of blew my mind. </p><p></p><p>TL;DR? The gist is, not everyone plays in the same style and it shouldn't be expected. Don't like the way a game runs? Play something else. Or play with folks that are aligned with the game you want to play. Plain and simple.</p></blockquote><p></p>
[QUOTE="Sketchpad, post: 9666351, member: 9168"] Part of what appears to be the issue is that folks define "fun" differently from group to group. As an example, I ran the FFG Star Wars for a while and enjoyed it for the most part. The group I ran with enjoyed the game as well, but most of the narrative functions of the game weren't used very much, and it didn't interrupt their fun. I've seen a variety of groups in my time rolling dice, and sometimes you get folks who want to live in the world with their characters, and other times you get murder hobos who just want the power fantasy. In the same respect, you have games that cater to either idea. Heck, D&D caters to them both (and many others), particularly when you're running the older variations. It doesn't make them more or less "fun" in general, but rather just for the person/group playing. [B]DarkCrisis[/B], you keep saying that "everyone should be having fun." Did you and your group have fun? Great if they did. If they didn't, maybe you should reevaluate the game you're running or the system being used. A great example is a time I ran Fate for a group. Most of the folks had been gaming for a while and we were all looking forward to it. But after running one session, I knew it wasn't for them. How? They had an issue with the Fate Point mechanics and the simplicity of the game. Within two weeks, I had folks asking me to run GURPS instead, which kind of blew my mind. TL;DR? The gist is, not everyone plays in the same style and it shouldn't be expected. Don't like the way a game runs? Play something else. Or play with folks that are aligned with the game you want to play. Plain and simple. [/QUOTE]
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Daggerheart Review: The Duality of Robust Combat Mechanics and Freeform Narrative
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