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DMG & MM: Players Stay Out?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4034322" data-attributes="member: 710"><p>I think they are, too.</p><p></p><p>But then, I think it's up to each player wether he likes to be surprised or prefers a firm graps of the game. I guess eventually, you will always come to a point where you have the firm grasp, you know the monsters, and the next campaign, you will no longer be surprised by Goblins and Bugbear special attacks. But since you're hopefully not playing the same character as the last time, you might have or want to use new tactics to deal with the enemies abilities, and that's probably what can make the situation itself interesting again.</p><p></p><p>I guess one of the many hard parts of designing a game is to keep in mind that "sense of wonder" is replaced with "mastery of the game" over time, and you have to build a system that can leverage both aspects. And one hard part of DMing might be to, once "mastery of the game" is achieved, to still get back a sense of wonder for the players due to the story or setting. (But playing with and DMing for players that have probably a decade more experience in RPGs then me, I think that's becoming harder and harder - if not impossible)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4034322, member: 710"] I think they are, too. But then, I think it's up to each player wether he likes to be surprised or prefers a firm graps of the game. I guess eventually, you will always come to a point where you have the firm grasp, you know the monsters, and the next campaign, you will no longer be surprised by Goblins and Bugbear special attacks. But since you're hopefully not playing the same character as the last time, you might have or want to use new tactics to deal with the enemies abilities, and that's probably what can make the situation itself interesting again. I guess one of the many hard parts of designing a game is to keep in mind that "sense of wonder" is replaced with "mastery of the game" over time, and you have to build a system that can leverage both aspects. And one hard part of DMing might be to, once "mastery of the game" is achieved, to still get back a sense of wonder for the players due to the story or setting. (But playing with and DMing for players that have probably a decade more experience in RPGs then me, I think that's becoming harder and harder - if not impossible) [/QUOTE]
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DMG & MM: Players Stay Out?
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