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<blockquote data-quote="Faolyn" data-source="post: 9336326" data-attributes="member: 6915329"><p>The players <em>don't </em>know that Point B is where the adventure is. They only know that it's a point of interest. It could just be a secondary location before the actual adventure. It could also be that there's an encounter on the road that will provide information about Point B.</p><p></p><p>See, when <em>I</em> play a roleplaying game, I don't do so knowing what the end goal is. Except for those rare times I've been in a pre-written adventure, I won't know more than just a general theme at most--and I'd guess that about 95% of the games I've been in over the last 35 years have used completely homebrew adventures.</p><p></p><p>Does this mean that you won't play any adventure that doesn't state outright "The goal of this adventure is to defeat Lord Evilton and his Minions of Evil"?</p><p></p><p></p><p>No, we don't agree with that. Point B may be my table's goal, but at no point that I can recall has anyone ever said "We don't care about anything other than Point B." Not even those of us with Super-Bad ADHD (waves hand) have wanted to skip all the adventuring and RP possibilities between Point A and Point B.</p><p></p><p></p><p>And I already showed you how encounters (random or not) can be made meaningful. But you're so convinced that they must automatically be meaningless that you're not even willing to try one even when it would benefit your character.</p><p></p><p></p><p>Or maybe RPGs aren't things that need to be completed to still be successful. I've been in games that have gone to a conclusion. I've been in games that have petered out. The only failures among them were the games in which we didn't have fun.</p><p></p><p>If stripping out everything but the events leading up to the Boss Fights is the way to go, then that also strips out <em>everything</em> that makes the game enjoyable to me. No thank you.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9336326, member: 6915329"] The players [I]don't [/I]know that Point B is where the adventure is. They only know that it's a point of interest. It could just be a secondary location before the actual adventure. It could also be that there's an encounter on the road that will provide information about Point B. See, when [I]I[/I] play a roleplaying game, I don't do so knowing what the end goal is. Except for those rare times I've been in a pre-written adventure, I won't know more than just a general theme at most--and I'd guess that about 95% of the games I've been in over the last 35 years have used completely homebrew adventures. Does this mean that you won't play any adventure that doesn't state outright "The goal of this adventure is to defeat Lord Evilton and his Minions of Evil"? No, we don't agree with that. Point B may be my table's goal, but at no point that I can recall has anyone ever said "We don't care about anything other than Point B." Not even those of us with Super-Bad ADHD (waves hand) have wanted to skip all the adventuring and RP possibilities between Point A and Point B. And I already showed you how encounters (random or not) can be made meaningful. But you're so convinced that they must automatically be meaningless that you're not even willing to try one even when it would benefit your character. Or maybe RPGs aren't things that need to be completed to still be successful. I've been in games that have gone to a conclusion. I've been in games that have petered out. The only failures among them were the games in which we didn't have fun. If stripping out everything but the events leading up to the Boss Fights is the way to go, then that also strips out [I]everything[/I] that makes the game enjoyable to me. No thank you. [/QUOTE]
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