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<blockquote data-quote="Nagol" data-source="post: 5106780" data-attributes="member: 23935"><p>Yes, but an entertaining session != particular game outcome.</p><p></p><p></p><p></p><p>That is one area where my design method may differ from many other DMs. I design the situations and environments without a thought as to the player character capabilities. There will be traps where trap should be logically placed regardless of whether the group has a rogue. There will be undead where undead would be found regardless of whether the group has a cleric, etc. In short, I try to design the environment to fit its conception. It is the player's job to devise strategies to play to their strengths and minimise thier weaknesses.</p><p></p><p></p><p></p><p></p><p>Happens to me all the time. Usually the players rise to the occasion and gain ragging rights. Occasionally, the group devises a retreat. Very occasionally, the group suffers substantial losses and needs to regroup and recover. But, that simply moves the narrative in an unexpected but still plausible direction.</p><p></p><p></p><p></p><p>From my expereince, the majority of games that still receive comment 10-20 years later come from over/under-powered opposition. Those events can become the stuff of legend for the players. The fun for the players can come from the mix of casual steam-rolling the opposition through terror-stricken characters.</p><p></p><p></p><p></p><p>Which is why I qualified my comment by stating some player types. Certainly, there are player types that have no interest in what I'm discussing. There is no 'wrong' way to play other than using a way that violates the group's expectations. There are ways I like and there are ways I don't. There are game systems that better support one style than another. I pick the system that offers the appropriate narrative/collaborative control for the experience I want to achieve.</p><p></p><p></p><p></p><p>The results aren't really subject to variation because the typical scenario is only used once by one group. Published work can often have huge variation across the gaming population, but that doesn't mean it failed -- just that the groups ended up telling wildly different stories with the same material.</p><p></p><p>If you mean the outcome can be wildly different than designer expecations, I think that's a feature not a flaw.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5106780, member: 23935"] Yes, but an entertaining session != particular game outcome. That is one area where my design method may differ from many other DMs. I design the situations and environments without a thought as to the player character capabilities. There will be traps where trap should be logically placed regardless of whether the group has a rogue. There will be undead where undead would be found regardless of whether the group has a cleric, etc. In short, I try to design the environment to fit its conception. It is the player's job to devise strategies to play to their strengths and minimise thier weaknesses. Happens to me all the time. Usually the players rise to the occasion and gain ragging rights. Occasionally, the group devises a retreat. Very occasionally, the group suffers substantial losses and needs to regroup and recover. But, that simply moves the narrative in an unexpected but still plausible direction. From my expereince, the majority of games that still receive comment 10-20 years later come from over/under-powered opposition. Those events can become the stuff of legend for the players. The fun for the players can come from the mix of casual steam-rolling the opposition through terror-stricken characters. Which is why I qualified my comment by stating some player types. Certainly, there are player types that have no interest in what I'm discussing. There is no 'wrong' way to play other than using a way that violates the group's expectations. There are ways I like and there are ways I don't. There are game systems that better support one style than another. I pick the system that offers the appropriate narrative/collaborative control for the experience I want to achieve. The results aren't really subject to variation because the typical scenario is only used once by one group. Published work can often have huge variation across the gaming population, but that doesn't mean it failed -- just that the groups ended up telling wildly different stories with the same material. If you mean the outcome can be wildly different than designer expecations, I think that's a feature not a flaw. [/QUOTE]
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