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Forked: GTS - A need for "A robust system that handles things outside of combat"?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4761547" data-attributes="member: 5143"><p>I like predictability. I've had too many games just fall apart due to "unpredictability" both in and out of combat.</p><p></p><p>I admit, I'm rather bad at adapting to things that come out of left field on the fly. That's why I don't like them. Some people are better than others at adapting on the fly. I suck really badly. My game goes from a well oiled machine to me staring at my notes, dumbfounded and not sure what to say in a couple of seconds flat if someone does something completely unexpected.</p><p></p><p>Telling my bartenders to dance a jig normally fails to have any consequences at all in my games because I don't like to deal with them. Mainly because my carefully planned plot about a race of mysterious shadow creatures trying to take over the world becomes the game about the PCs running from the law and hiding out in barns, slaughtering innocents, in no time when I enforce the consequences of their actions. Which is no fun for me at all. When I sit down expecting to run one game and end up with another...well, it just isn't what I want to do with my time.</p><p></p><p>Sure, sometimes it's fun to go a little off the rails and have something unexpected happen. But I'd rather prefer it happens in small ways. Something that is controllable, like they make fun of someone I expected them to be polite to rather than in large ways like charming the king into handing over his kingdom or beating the BBEG in a round without taking damage when it was designed to be so hard that nearly everyone might die.</p><p></p><p>I like crafting an experience. I want it to be fun because I designed it to be fun rather than because the players decided to do something completely unrelated to what I had planned for the session. I'm sure that it could be fun for the players, but I like the fact that I can throw a bunch of 4e characters into an adventure and be 99% certain it'll go the way I want it to.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4761547, member: 5143"] I like predictability. I've had too many games just fall apart due to "unpredictability" both in and out of combat. I admit, I'm rather bad at adapting to things that come out of left field on the fly. That's why I don't like them. Some people are better than others at adapting on the fly. I suck really badly. My game goes from a well oiled machine to me staring at my notes, dumbfounded and not sure what to say in a couple of seconds flat if someone does something completely unexpected. Telling my bartenders to dance a jig normally fails to have any consequences at all in my games because I don't like to deal with them. Mainly because my carefully planned plot about a race of mysterious shadow creatures trying to take over the world becomes the game about the PCs running from the law and hiding out in barns, slaughtering innocents, in no time when I enforce the consequences of their actions. Which is no fun for me at all. When I sit down expecting to run one game and end up with another...well, it just isn't what I want to do with my time. Sure, sometimes it's fun to go a little off the rails and have something unexpected happen. But I'd rather prefer it happens in small ways. Something that is controllable, like they make fun of someone I expected them to be polite to rather than in large ways like charming the king into handing over his kingdom or beating the BBEG in a round without taking damage when it was designed to be so hard that nearly everyone might die. I like crafting an experience. I want it to be fun because I designed it to be fun rather than because the players decided to do something completely unrelated to what I had planned for the session. I'm sure that it could be fun for the players, but I like the fact that I can throw a bunch of 4e characters into an adventure and be 99% certain it'll go the way I want it to. [/QUOTE]
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Forked: GTS - A need for "A robust system that handles things outside of combat"?
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