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Drop your weapons situation
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<blockquote data-quote="ExploderWizard" data-source="post: 7309944" data-attributes="member: 66434"><p>We may disagree on what constitutes a good video. Game play is about choices and those choices should have meaning. Engaging in combat in EVERY instance simply because it is an option is a choice. When choosing this play strategy either there will be dead PCs galore or the opposition has been designed to make this strategy always be successful. </p><p></p><p>I don't think that all D&D players show up just to fight in every possible scenario. If that were the case then there wouldn't be any reason to provide choices at all. All dungeons could be linear with nothing but a connected series of combats leading to the end. Hardly any entertainment value in that strategically speaking. If the only strategy is CHARGE then attrition & ablation are the only game elements. Yawn.</p><p></p><p>Likewise, orchestrating surrender scenarios for the sake of some lame pre-defined narrative isn't good for game play either. I prefer to let players make up their own minds and let monsters & NPCs act according to their own best interest within the limits of their attributes. </p><p></p><p>Also I would like to make it clear that I think that the game automatically assuming for ALL players that the PCs are heroes is possibly the dumbest thing that could have been done in terms of structuring play options. Some players might want to be heroes, some players might just want to chase treasure, and some players might have other goals of their own.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 7309944, member: 66434"] We may disagree on what constitutes a good video. Game play is about choices and those choices should have meaning. Engaging in combat in EVERY instance simply because it is an option is a choice. When choosing this play strategy either there will be dead PCs galore or the opposition has been designed to make this strategy always be successful. I don't think that all D&D players show up just to fight in every possible scenario. If that were the case then there wouldn't be any reason to provide choices at all. All dungeons could be linear with nothing but a connected series of combats leading to the end. Hardly any entertainment value in that strategically speaking. If the only strategy is CHARGE then attrition & ablation are the only game elements. Yawn. Likewise, orchestrating surrender scenarios for the sake of some lame pre-defined narrative isn't good for game play either. I prefer to let players make up their own minds and let monsters & NPCs act according to their own best interest within the limits of their attributes. Also I would like to make it clear that I think that the game automatically assuming for ALL players that the PCs are heroes is possibly the dumbest thing that could have been done in terms of structuring play options. Some players might want to be heroes, some players might just want to chase treasure, and some players might have other goals of their own. [/QUOTE]
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