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Experience Points and the Three Pillars of Adventure (Long)
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<blockquote data-quote="The_Gneech" data-source="post: 6405448" data-attributes="member: 6779"><p>Well, that assumes there are places I don't want them to go. <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=":)" /> But if I'm aiming for the role of an impartial referee rather than aiming at a predesigned plot, I should be fine with whatever they choose. If they go somewhere that's out of their depth just to gain XP, it becomes self-correcting as they either flee for their lives, get eaten by monsters, or somehow manage to win against incredible odds and level up. Really, all of those are acceptable results IMO. The only real risk is they go somewhere that I haven't done enough (or any) prep for, which I can mitigate by having random encounter tables or "emergency backup encounters" in the back of the notebook ready to go for just such an occasion.</p><p></p><p>In a real-world setting, I certainly agree that combat is probably something most people would avoid, but certainly my experience with RPGs is exactly the opposite: people love to fight, fight, fight! Are there orcs? Killum! Did that guy in the bar look at you crosseyed? PLAYER SMASH! And so forth. I'll leave the sociopolitical reasons for this to folk who'd like to debate such things, my point is just that it's the rare player who needs to be "encouraged" into combat. <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=":)" /> But players who won't leave the safety of town, or never parley with something they can be fairly sure of stabbing to death, those are problems I have run into on a regular basis.</p><p></p><p>-The Gneech <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 6405448, member: 6779"] Well, that assumes there are places I don't want them to go. :) But if I'm aiming for the role of an impartial referee rather than aiming at a predesigned plot, I should be fine with whatever they choose. If they go somewhere that's out of their depth just to gain XP, it becomes self-correcting as they either flee for their lives, get eaten by monsters, or somehow manage to win against incredible odds and level up. Really, all of those are acceptable results IMO. The only real risk is they go somewhere that I haven't done enough (or any) prep for, which I can mitigate by having random encounter tables or "emergency backup encounters" in the back of the notebook ready to go for just such an occasion. In a real-world setting, I certainly agree that combat is probably something most people would avoid, but certainly my experience with RPGs is exactly the opposite: people love to fight, fight, fight! Are there orcs? Killum! Did that guy in the bar look at you crosseyed? PLAYER SMASH! And so forth. I'll leave the sociopolitical reasons for this to folk who'd like to debate such things, my point is just that it's the rare player who needs to be "encouraged" into combat. :) But players who won't leave the safety of town, or never parley with something they can be fairly sure of stabbing to death, those are problems I have run into on a regular basis. -The Gneech :cool: [/QUOTE]
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