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Extreme Dungeon Mastery?
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<blockquote data-quote="Treebore" data-source="post: 3371575" data-attributes="member: 10177"><p>The best groups are the ones that realize how good the game is does not rest entirely on the shoulders of the DM.</p><p></p><p>If the players sit there like bumps on a log and talk about only what modifiers they have, that game is going to bore me to tears. </p><p></p><p>When the players get into character, even just a bit, the game gets a whole lot better, the game world actually comes alive, and the camapign story takes on a life of its own.</p><p></p><p>That is the biggest thing I hate about 3E. The rules are cool, the feats are a great concept, defined skills are excellent, but the players, and the DM, spend so much time keeping all the numbers and conditional modifiers straight that a lot of "playing" is lost or hampered.</p><p></p><p>Simple is better because it allows everyone to concentrate on getting the story going and keeping it going. A good story is what makes the game great for me, and 3E was getting in the way of that.</p><p></p><p>The only 3E game I can enjoy is one the rules are followed closely enough to allow players and NPC's to accomplish their desired actions, but when it is argued and micro managed to where playing is halted, often for a long while, because there was a 1 point of modifeir missed, when their roll was failed by 2 or more, that is when I have a problem with 3E.</p><p></p><p>Every 3E group I have ever played in or DMed for worried about every single modifier for every situation, except one. There was no flowing story. Just erratic jerks. If I could find more people who were far more concerned about a fun story, and therefore a great game, than if they were given the opportunity to use every possible modifier, I would have a lot more love for 3E and other similiarly complex rules systems, like GURPS, Rolemaster, etc...</p><p></p><p>Since this book seems to concentrate on "playing" the game rather than "playing the rules" I think it will likely be one of my most favorite books for gaming.</p></blockquote><p></p>
[QUOTE="Treebore, post: 3371575, member: 10177"] The best groups are the ones that realize how good the game is does not rest entirely on the shoulders of the DM. If the players sit there like bumps on a log and talk about only what modifiers they have, that game is going to bore me to tears. When the players get into character, even just a bit, the game gets a whole lot better, the game world actually comes alive, and the camapign story takes on a life of its own. That is the biggest thing I hate about 3E. The rules are cool, the feats are a great concept, defined skills are excellent, but the players, and the DM, spend so much time keeping all the numbers and conditional modifiers straight that a lot of "playing" is lost or hampered. Simple is better because it allows everyone to concentrate on getting the story going and keeping it going. A good story is what makes the game great for me, and 3E was getting in the way of that. The only 3E game I can enjoy is one the rules are followed closely enough to allow players and NPC's to accomplish their desired actions, but when it is argued and micro managed to where playing is halted, often for a long while, because there was a 1 point of modifeir missed, when their roll was failed by 2 or more, that is when I have a problem with 3E. Every 3E group I have ever played in or DMed for worried about every single modifier for every situation, except one. There was no flowing story. Just erratic jerks. If I could find more people who were far more concerned about a fun story, and therefore a great game, than if they were given the opportunity to use every possible modifier, I would have a lot more love for 3E and other similiarly complex rules systems, like GURPS, Rolemaster, etc... Since this book seems to concentrate on "playing" the game rather than "playing the rules" I think it will likely be one of my most favorite books for gaming. [/QUOTE]
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