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Disappointed in 4e
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<blockquote data-quote="Raven Crowking" data-source="post: 4547641" data-attributes="member: 18280"><p>On the contrary, I have played with hundreds of players who are quite happy that the game includes reasons for not pushing on, because it is not "fun and heroic for their characters to push on" after a certain point. It robs the game of verisimilitude. <em><strong>But it is the smart thing to do within the game structure if the game gives you no reasons not to.</strong></em></p><p></p><p>I have, IOW, played with hundreds of players who don't want a game that makes smart play run counter to fun play.</p><p></p><p>Because, while I certainly did cause them to "see lost time as lost opportunity", I was not telling "those hundreds of players that your way is right and they are having badwrongfun for wanting their characters to keep going" because we were playing a game system that kept us on the same page.</p><p></p><p>And sometimes they would push on regardless, because they viewed it as "worth it" in terms of risk/reward ratio. Sometimes they were right. Sometimes it proved deadly. But that tension between risk and reward, making the decision to push on or to wait until you are stronger, has been an integral part of the D&D experience since Day One.</p><p></p><p>As a player, I've had the same experience. I enjoy meaningful decisions. The more meaningful, the better. The more I have to balance the potential costs versus the potential gains, the better. The more complex the campaign world, the more complex my options, the better. </p><p></p><p>And this enjoyment is not as universal as the player "playing the game" and going on as long as possible (IME). It is, however, about 80% true for the people that I have gamed with.</p><p></p><p>It is also my experience that about 90% of the players who initially dislike complex option/challenge games (including the need to rest) strongly prefer that game once they get into the swing of it.</p><p></p><p>YMMV, obviously, depending upon the type of game you run. I have certainly seen "complex option" games that sucked. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p></p><p></p><p>If so, I hope you accept that it is also why I think it was the wrong path.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4547641, member: 18280"] On the contrary, I have played with hundreds of players who are quite happy that the game includes reasons for not pushing on, because it is not "fun and heroic for their characters to push on" after a certain point. It robs the game of verisimilitude. [i][b]But it is the smart thing to do within the game structure if the game gives you no reasons not to.[/b][/i][b][/b] I have, IOW, played with hundreds of players who don't want a game that makes smart play run counter to fun play. Because, while I certainly did cause them to "see lost time as lost opportunity", I was not telling "those hundreds of players that your way is right and they are having badwrongfun for wanting their characters to keep going" because we were playing a game system that kept us on the same page. And sometimes they would push on regardless, because they viewed it as "worth it" in terms of risk/reward ratio. Sometimes they were right. Sometimes it proved deadly. But that tension between risk and reward, making the decision to push on or to wait until you are stronger, has been an integral part of the D&D experience since Day One. As a player, I've had the same experience. I enjoy meaningful decisions. The more meaningful, the better. The more I have to balance the potential costs versus the potential gains, the better. The more complex the campaign world, the more complex my options, the better. And this enjoyment is not as universal as the player "playing the game" and going on as long as possible (IME). It is, however, about 80% true for the people that I have gamed with. It is also my experience that about 90% of the players who initially dislike complex option/challenge games (including the need to rest) strongly prefer that game once they get into the swing of it. YMMV, obviously, depending upon the type of game you run. I have certainly seen "complex option" games that sucked. :lol: If so, I hope you accept that it is also why I think it was the wrong path. RC [/QUOTE]
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