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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="sheadunne" data-source="post: 6207068" data-attributes="member: 27570"><p>While I don't necessarily play in an "indie style" I do use elements that I find interesting in my games. For instance, if the players were really pushing (ie making assumptions they were excited about) I'd play it that way, even if I had other ideas about how the situation might unfold. I am concerned more about plot/story than others, but not so much so that I'm not willing to bend and break it to make for an interesting story. The difficult part is determining whether the players really want their assumptions to be right or wrong. In other words, are the players pushing for "We did the right thing," or "We did the wrong thing." I'm willing to go either direction, even if it wasn't pre-planned to do in that direction. I've had no issues with story consistency doing this, but I can certainly see how others might not be able to connect dots the same way I do in a game and therefore not be interested in changes or adaptations on the fly. </p><p></p><p>An example, I'm putting together a one-shot PF game for tomorrow. The opening scene is going to be a series of skill checks in order to find out what's going on (I have already determined what is going on and players will need to make checks in order to find out that information through a series of challenges). If the players take actions I'm not prepared for, I'll need to adjust everything on the fly, but I'm not willing to prevent the players from taking actions outside of my pre-thought-out plan, even though we will be under time constraints (4-5 hours of total game play). If during this opening scene I sense that the players are looking for something else than what I had in mind, I'll shift more in their direction and change things as needed. What's difficult about this, is that 3x/PF aren't really designed well for spontaneous play. Generic monsters are across the board and often need to be customized in order to create interesting challenges for the players. Skill use is across the board, with no universal mechanics based on level (although I did create a sheet to use with average/high/low DCs, etc), but it's certainly not by the book. This doesn't mean it can't be done, it just takes a bit more work to do it and requires the DM to bend the rules more than I personally like.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6207068, member: 27570"] While I don't necessarily play in an "indie style" I do use elements that I find interesting in my games. For instance, if the players were really pushing (ie making assumptions they were excited about) I'd play it that way, even if I had other ideas about how the situation might unfold. I am concerned more about plot/story than others, but not so much so that I'm not willing to bend and break it to make for an interesting story. The difficult part is determining whether the players really want their assumptions to be right or wrong. In other words, are the players pushing for "We did the right thing," or "We did the wrong thing." I'm willing to go either direction, even if it wasn't pre-planned to do in that direction. I've had no issues with story consistency doing this, but I can certainly see how others might not be able to connect dots the same way I do in a game and therefore not be interested in changes or adaptations on the fly. An example, I'm putting together a one-shot PF game for tomorrow. The opening scene is going to be a series of skill checks in order to find out what's going on (I have already determined what is going on and players will need to make checks in order to find out that information through a series of challenges). If the players take actions I'm not prepared for, I'll need to adjust everything on the fly, but I'm not willing to prevent the players from taking actions outside of my pre-thought-out plan, even though we will be under time constraints (4-5 hours of total game play). If during this opening scene I sense that the players are looking for something else than what I had in mind, I'll shift more in their direction and change things as needed. What's difficult about this, is that 3x/PF aren't really designed well for spontaneous play. Generic monsters are across the board and often need to be customized in order to create interesting challenges for the players. Skill use is across the board, with no universal mechanics based on level (although I did create a sheet to use with average/high/low DCs, etc), but it's certainly not by the book. This doesn't mean it can't be done, it just takes a bit more work to do it and requires the DM to bend the rules more than I personally like. [/QUOTE]
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