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[edition neutral] No more dailies?
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<blockquote data-quote="pemerton" data-source="post: 5150439" data-attributes="member: 42582"><p>I think this point is fairly key. As best I can tell, the sort of play you're describing (I think of it as 1st ed AD&D play, because it's the sort of play that is presupposed by the advice section at the end of the PHB for that edition -I've seen Raven Crowking call it <em>operational</em> play) is simply not as popular as it once was. More players want to play a game in which operational skirmishing realism - and the grind/tedium it can bring with it - is replaced by gonzo drama.</p><p></p><p>Also, I think more players today want to play a game in which the time they spend playing their spellcaster is time spent casting spells, rather than acting as backup for a lot of playtime.</p><p></p><p>This depends not only on playstyle but on system, scenario etc. For example, in a Rolemaster game I GMed for many years the PCs would start the day in their quarters in the imperial palace, teleport (without risk of error) 1000s of miles across the continent to the dungeon/tower/etc that they were exploring, adventure until they ran out of power points (all the PCs were spellcasters) and then teleport home - more or less 15 minutes later, depending on precisely what happened while they were adventuring.</p><p></p><p>In any system that permits more than one of teleporting mages, effective scrying, nova-ing and/or safe urban home bases, I think that the 15 minute adventuring day is a real possibility. The Rolemaster campaign I was GMing had all four, and the 15 minute day was utterly typical.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5150439, member: 42582"] I think this point is fairly key. As best I can tell, the sort of play you're describing (I think of it as 1st ed AD&D play, because it's the sort of play that is presupposed by the advice section at the end of the PHB for that edition -I've seen Raven Crowking call it [I]operational[/I] play) is simply not as popular as it once was. More players want to play a game in which operational skirmishing realism - and the grind/tedium it can bring with it - is replaced by gonzo drama. Also, I think more players today want to play a game in which the time they spend playing their spellcaster is time spent casting spells, rather than acting as backup for a lot of playtime. This depends not only on playstyle but on system, scenario etc. For example, in a Rolemaster game I GMed for many years the PCs would start the day in their quarters in the imperial palace, teleport (without risk of error) 1000s of miles across the continent to the dungeon/tower/etc that they were exploring, adventure until they ran out of power points (all the PCs were spellcasters) and then teleport home - more or less 15 minutes later, depending on precisely what happened while they were adventuring. In any system that permits more than one of teleporting mages, effective scrying, nova-ing and/or safe urban home bases, I think that the 15 minute adventuring day is a real possibility. The Rolemaster campaign I was GMing had all four, and the 15 minute day was utterly typical. [/QUOTE]
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