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Dungeon / Polyhedron.
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<blockquote data-quote="rounser" data-source="post: 746762" data-attributes="member: 1106"><p>And I take vague amusement in the notion that more than 50% of D&D gamers are arrogant enough to assume that they can consistently come up with better adventures than the cream of Dungeon submissions after editing and potentially multiple revisions. Admittedly, you'll always run your own adventures better because you know them inside out, and you'll be more enthused about your own creation (upping the fun factor for both DM and players as a result), but there's a limit to the mileage that can be gained from that...</p><p></p><p>Having said that, I'm confident that some DMs do run better adventures than your average Dungeon adventure, but I doubt they're the majority...nowhere near 50%. As Ryan Dancey has said, most gamers think they're good designers, but when push comes to shove, WotC's experience has shown that they're...we're...usually not.</p><p></p><p>One of the biggest things holding D&D back from the mainstream is that preparation can take as long, if not longer, than play time. It's a game, and the point of <em>most</em> games is in the playing. In the realm of hobby games, preparation and attendant side ventures can become more important than the playing, stressing the hobby more than the game...as you seem to be doing here. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Some of us find self-actualisation and great reward from the creativity involved in preparation and presenting their work to their friends, others just want to play a game with mates. Some of us like to read crunch and dream of campaigns that will probably never be, and for them there's Polyhedron. Others would rather cut to the chase and play a game, and for them there's Dungeon...</p></blockquote><p></p>
[QUOTE="rounser, post: 746762, member: 1106"] And I take vague amusement in the notion that more than 50% of D&D gamers are arrogant enough to assume that they can consistently come up with better adventures than the cream of Dungeon submissions after editing and potentially multiple revisions. Admittedly, you'll always run your own adventures better because you know them inside out, and you'll be more enthused about your own creation (upping the fun factor for both DM and players as a result), but there's a limit to the mileage that can be gained from that... Having said that, I'm confident that some DMs do run better adventures than your average Dungeon adventure, but I doubt they're the majority...nowhere near 50%. As Ryan Dancey has said, most gamers think they're good designers, but when push comes to shove, WotC's experience has shown that they're...we're...usually not. One of the biggest things holding D&D back from the mainstream is that preparation can take as long, if not longer, than play time. It's a game, and the point of [i]most[/i] games is in the playing. In the realm of hobby games, preparation and attendant side ventures can become more important than the playing, stressing the hobby more than the game...as you seem to be doing here. :) Some of us find self-actualisation and great reward from the creativity involved in preparation and presenting their work to their friends, others just want to play a game with mates. Some of us like to read crunch and dream of campaigns that will probably never be, and for them there's Polyhedron. Others would rather cut to the chase and play a game, and for them there's Dungeon... [/QUOTE]
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