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Forked Thread: Logan Bonner has some Questions....
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<blockquote data-quote="Ycore Rixle" data-source="post: 4502442" data-attributes="member: 675"><p>1. Campaigns range from a year to several years. In D&D, they're mid-magic, equal mix of combat and roleplay. Plenty of story hooks for the characters of each and every player at the table. Very little table talk/off-topic talk. The characters usually have too much to do, and the players sometimes feel like their characters don't get a chance to rest because the world goes on without them, whether they rest for a week or not.</p><p></p><p>2. The goal is fun, as everyone else has said. I think a difference between those of us responding in this thread* and those of you playing in the WotC offices may be that fun, for us, is much more difficult to come by if the game world doesn't make sense. That's "sense" as we define it, of course. For example, I know it's been harped to death, but that 1-2-1-2 vs. 1-1-1-1 diagonal movement thing? That really, honestly, deep in my core bothers me. I'm a physics teacher. So I am probably in the minority with how much it bugs me. Probably it doesn't bother most other people as much. But to me, that right there, among other things means that the game world doesn't make sense to me.</p><p></p><p>If you're trying to wrap your head around where I'm coming from, maybe just try to imagine playing a game where the rules call one direction "up." But this "up" doesn't mean vertically away from the ground, it means at a 30-degree angle from the sun, even if it's night time. That's how annoying the 1-1-1-1 movement, and similar things, are to me. Shrug. It doesn't bother other people, I suppose I'm just trying to show how little things can change the whole idea of "fun" for different people. But that's what we're looking for out of our game. That is the experience we want: fun.</p><p></p><p>As for the feel, I want a fast-paced, exciting, consistent feel to the game. Consistency is a point that I don't see emphasized enough in DM advice. </p><p></p><p>3. We make very few changes to the rules. We simply ignore the rules that make no sense (you can't grapple a beetle swarm). And we use our judgment with DCs for skill checks/skill challenges based on objectivity rather than a subjective scaling of DC with level.</p><p></p><p>*Not that I am speaking for them. Don't mean to put words in their mouths. Just guesswork here.</p></blockquote><p></p>
[QUOTE="Ycore Rixle, post: 4502442, member: 675"] 1. Campaigns range from a year to several years. In D&D, they're mid-magic, equal mix of combat and roleplay. Plenty of story hooks for the characters of each and every player at the table. Very little table talk/off-topic talk. The characters usually have too much to do, and the players sometimes feel like their characters don't get a chance to rest because the world goes on without them, whether they rest for a week or not. 2. The goal is fun, as everyone else has said. I think a difference between those of us responding in this thread* and those of you playing in the WotC offices may be that fun, for us, is much more difficult to come by if the game world doesn't make sense. That's "sense" as we define it, of course. For example, I know it's been harped to death, but that 1-2-1-2 vs. 1-1-1-1 diagonal movement thing? That really, honestly, deep in my core bothers me. I'm a physics teacher. So I am probably in the minority with how much it bugs me. Probably it doesn't bother most other people as much. But to me, that right there, among other things means that the game world doesn't make sense to me. If you're trying to wrap your head around where I'm coming from, maybe just try to imagine playing a game where the rules call one direction "up." But this "up" doesn't mean vertically away from the ground, it means at a 30-degree angle from the sun, even if it's night time. That's how annoying the 1-1-1-1 movement, and similar things, are to me. Shrug. It doesn't bother other people, I suppose I'm just trying to show how little things can change the whole idea of "fun" for different people. But that's what we're looking for out of our game. That is the experience we want: fun. As for the feel, I want a fast-paced, exciting, consistent feel to the game. Consistency is a point that I don't see emphasized enough in DM advice. 3. We make very few changes to the rules. We simply ignore the rules that make no sense (you can't grapple a beetle swarm). And we use our judgment with DCs for skill checks/skill challenges based on objectivity rather than a subjective scaling of DC with level. *Not that I am speaking for them. Don't mean to put words in their mouths. Just guesswork here. [/QUOTE]
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