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Familiars, what for?
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<blockquote data-quote="Lyxen" data-source="post: 8577961" data-attributes="member: 7032025"><p>If I may, I think these are almost three different things:</p><ul> <li data-xf-list-type="ul">World level: adapting to the level/capabilities of the characters.</li> <li data-xf-list-type="ul">Challenging players: creating encounters and fights that are inherently challenging when they occur</li> <li data-xf-list-type="ul">Being unforgiving or benevolent: have the world and the NPCs monsters be mostly very savvy to the characters and unforgiving of "mistakes".</li> </ul><p></p><p>We run campaigns where the world does NOT adapt to the characters, they have to be careful and think about what might be possible or not, but it's not about challenging the players (for the reasons in the previous post), more about telling a story, and we are therefore also more on the benevolent side, and 5e in particular allowed us to do away with the extremely annoying declarations of "I watch for danger" with the DM always pouncing on those forgetting this.</p><p></p><p></p><p></p><p>And it's something else again for me, because said tactics are usually the result of game artefacts being used too often or in too strong a way, in which case, as I've explained the DM has many ways to get rid of those. But it does not have to be unfair, and it does not have to be done on the characters, it can and should be discussed with the players first.</p><p></p><p></p><p></p><p>On this one, I'm fairly close to you, the game is more about fun in general than about following arbitrary rules about treasure placement or enforcing rest rules, and making sure that the characters "pay" for every rest that they take.</p><p></p><p></p><p></p><p>And while the first one is really a no-go for me, it's a game, what right does the DM have to create bad feelings in his players, I really despise the second attitude which is again one of BadWrongFun for others' ways of gaming. And I in particular frown down upon the arrogance of players who think that they are "better players" because think they play "difficult games", as much as I don't like DMs who pride themselves on running "difficult" games which "challenge" players as if it makes them somehow better. There is nothing wrong inherently about playing that way, mind you, but a little humility goes a long way, as well as acceptance of other ways of gaming.</p><p></p><p>As for us, we play equal opportunity games where everyone is welcome from 5 years-old to 70+, and where everyone is entitled to have fun in their own way. And this means not issuing kill orders on the little girl's character's familiar, even if it's scouting ahead.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8577961, member: 7032025"] If I may, I think these are almost three different things: [LIST] [*]World level: adapting to the level/capabilities of the characters. [*]Challenging players: creating encounters and fights that are inherently challenging when they occur [*]Being unforgiving or benevolent: have the world and the NPCs monsters be mostly very savvy to the characters and unforgiving of "mistakes". [/LIST] We run campaigns where the world does NOT adapt to the characters, they have to be careful and think about what might be possible or not, but it's not about challenging the players (for the reasons in the previous post), more about telling a story, and we are therefore also more on the benevolent side, and 5e in particular allowed us to do away with the extremely annoying declarations of "I watch for danger" with the DM always pouncing on those forgetting this. And it's something else again for me, because said tactics are usually the result of game artefacts being used too often or in too strong a way, in which case, as I've explained the DM has many ways to get rid of those. But it does not have to be unfair, and it does not have to be done on the characters, it can and should be discussed with the players first. On this one, I'm fairly close to you, the game is more about fun in general than about following arbitrary rules about treasure placement or enforcing rest rules, and making sure that the characters "pay" for every rest that they take. And while the first one is really a no-go for me, it's a game, what right does the DM have to create bad feelings in his players, I really despise the second attitude which is again one of BadWrongFun for others' ways of gaming. And I in particular frown down upon the arrogance of players who think that they are "better players" because think they play "difficult games", as much as I don't like DMs who pride themselves on running "difficult" games which "challenge" players as if it makes them somehow better. There is nothing wrong inherently about playing that way, mind you, but a little humility goes a long way, as well as acceptance of other ways of gaming. As for us, we play equal opportunity games where everyone is welcome from 5 years-old to 70+, and where everyone is entitled to have fun in their own way. And this means not issuing kill orders on the little girl's character's familiar, even if it's scouting ahead. [/QUOTE]
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