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Feature or Bug: D&D's Power and Complexity Curve
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<blockquote data-quote="5ekyu" data-source="post: 7558551" data-attributes="member: 6919838"><p>How does an example of a world you find immersion breaking tie it to the zero to hero?</p><p></p><p>You choose a "immersive" requirement then design a set of mechanics scenes and world combos that violates it. </p><p></p><p>The flaw there is the combo of choices not reaching your goals. </p><p></p><p>By a contrast, consider the vast array of stories where the plotline and story is basically the same thing.</p><p></p><p>Hero journeys.</p><p>Hero meets dangerous foes.</p><p>Hero gets arse kicked</p><p>Hero journeys to temple</p><p>Hero gets training.hero learns new tricks. Often personal growth along the way. </p><p>Hero encounters some bad guys and finally</p><p>Hero defests the previously truly now beatable foe.</p><p></p><p>In addition to being the core of Karate Kid it's a pretty classic trope from not only a large number of kung-fu stories and movies but also more than a few myths from more classic sources. Insert picking up shield and sandal at the temple and you get my point.</p><p></p><p>Or if you want a more traditional D&D structure, after learning new tricks and dispatching the riff raff they learn that they were working for bigger bad over yonder and... not unlike many seasonal series where the threat and big bad get bigger season to season. </p><p></p><p>The thing is you can take any of them and build a combo of scenes, stories etc thst eorld together and make eense... or a combo that wont and break your immersion. </p><p></p><p>Thst is true regardless of whether its flat progression or zero to hero or the many degrees in between.</p><p></p><p>Trying to make it appear that zero to hero is the problrm is off the mark.</p><p></p><p>Pick the components that meet your goals- works with either if you want it to. Pick the components that dont meet your goals, not honnaxeork with either.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7558551, member: 6919838"] How does an example of a world you find immersion breaking tie it to the zero to hero? You choose a "immersive" requirement then design a set of mechanics scenes and world combos that violates it. The flaw there is the combo of choices not reaching your goals. By a contrast, consider the vast array of stories where the plotline and story is basically the same thing. Hero journeys. Hero meets dangerous foes. Hero gets arse kicked Hero journeys to temple Hero gets training.hero learns new tricks. Often personal growth along the way. Hero encounters some bad guys and finally Hero defests the previously truly now beatable foe. In addition to being the core of Karate Kid it's a pretty classic trope from not only a large number of kung-fu stories and movies but also more than a few myths from more classic sources. Insert picking up shield and sandal at the temple and you get my point. Or if you want a more traditional D&D structure, after learning new tricks and dispatching the riff raff they learn that they were working for bigger bad over yonder and... not unlike many seasonal series where the threat and big bad get bigger season to season. The thing is you can take any of them and build a combo of scenes, stories etc thst eorld together and make eense... or a combo that wont and break your immersion. Thst is true regardless of whether its flat progression or zero to hero or the many degrees in between. Trying to make it appear that zero to hero is the problrm is off the mark. Pick the components that meet your goals- works with either if you want it to. Pick the components that dont meet your goals, not honnaxeork with either. [/QUOTE]
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