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<blockquote data-quote="Hussar" data-source="post: 5975214" data-attributes="member: 22779"><p>I would imagine, at a guess, that much of the 15 MAD issue has its roots in RPGA play. That's where a lot of the feedback for D&D has come from over the years. And, given RPGA adventures, it's not hard to see how 15 MAD could easily become an issue since the whole "living world" thing is very difficult to do when you only have such a very short time to run the entire adventure, and the DM likely doesn't have the knowledge of the area to be able to do it. He'd have to go way off script to start.</p><p></p><p>Honestly, I've always presumed that 15 MAD was just part and parcel for D&D play. It's a viable tactic and it makes sense in many cases. Games that don't have wildly varying power levels depending on pacing don't see this issue at all. But, since this has been part of my D&D experience since about day 1, I always just sort of shrugged and went with it. I can buy all sorts of D&Disms, so, why not this one?</p></blockquote><p></p>
[QUOTE="Hussar, post: 5975214, member: 22779"] I would imagine, at a guess, that much of the 15 MAD issue has its roots in RPGA play. That's where a lot of the feedback for D&D has come from over the years. And, given RPGA adventures, it's not hard to see how 15 MAD could easily become an issue since the whole "living world" thing is very difficult to do when you only have such a very short time to run the entire adventure, and the DM likely doesn't have the knowledge of the area to be able to do it. He'd have to go way off script to start. Honestly, I've always presumed that 15 MAD was just part and parcel for D&D play. It's a viable tactic and it makes sense in many cases. Games that don't have wildly varying power levels depending on pacing don't see this issue at all. But, since this has been part of my D&D experience since about day 1, I always just sort of shrugged and went with it. I can buy all sorts of D&Disms, so, why not this one? [/QUOTE]
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