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General Tabletop Discussion
*Dungeons & Dragons
Do We Really Need a Lot of Gold? (D&D 5th Edition)
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<blockquote data-quote="Malmuria" data-source="post: 8313592" data-attributes="member: 7030755"><p>probably the one AP that models the adventure-downtime-adventure style of play, and the only one I've been at all interested in running, is ghosts of saltmarsh (which incidentally I think does have rules for buying ships). I sense that there <em>is</em> interest in more sandbox adventures, where its more about player agency in choosing scenarios than them doing the One Big Quest.</p><p></p><p>I recently started running Blades in the Dark and am struck by how well downtime works because its an integral part of the game with a discrete, codified mechanical structure. It makes it easy to run and foregrounds to the players what they need to do in order to achieve their long term goals, allowing them to get into the "strategy" aspect of downtime.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8313592, member: 7030755"] probably the one AP that models the adventure-downtime-adventure style of play, and the only one I've been at all interested in running, is ghosts of saltmarsh (which incidentally I think does have rules for buying ships). I sense that there [I]is[/I] interest in more sandbox adventures, where its more about player agency in choosing scenarios than them doing the One Big Quest. I recently started running Blades in the Dark and am struck by how well downtime works because its an integral part of the game with a discrete, codified mechanical structure. It makes it easy to run and foregrounds to the players what they need to do in order to achieve their long term goals, allowing them to get into the "strategy" aspect of downtime. [/QUOTE]
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Do We Really Need a Lot of Gold? (D&D 5th Edition)
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