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<blockquote data-quote="Imaro" data-source="post: 4312818" data-attributes="member: 48965"><p>Ok..</p><p></p><p>Point 1 : If they aren't having "fun" then either they don't like interaction or the DM isn't playing the interaction in a fun and engaging manner. Either way it's a really broad-based example of what's not fun for characters, assuming a mix of player types, there is nothing (except how the DM plays it out) that is inherently unfun about this example. We don't all play a combat/skill challenge boardgame hong. </p><p></p><p>Point 2: Huh? If the players aren't sure or familiar with this style of game enough to know they can talk to the guards...Right, ok they will still know to do this. OK.</p><p></p><p>Point 3: Exactly... what? I was using an example of why interaction can be fun yet not necessarily push the story forward...you know the opposite of what you claim for point 1.</p><p></p><p>Point 4: Yes communicating with your players and understanding what they want is key, yet it is contradicted by what we are talking about here for no good reason. Again hong, everyone doesn't play D&D as a combat/skill challenge boardgame. I would hope that in reading this paragraph that you could actually look beyond your own particular style of play for D&D to realize their are a multitude of playstyles and wants as far as the game is concerned and some of these criticisms of the tone and influence the game sets are valid, whether you agree they are the best for your game or not.</p></blockquote><p></p>
[QUOTE="Imaro, post: 4312818, member: 48965"] Ok.. Point 1 : If they aren't having "fun" then either they don't like interaction or the DM isn't playing the interaction in a fun and engaging manner. Either way it's a really broad-based example of what's not fun for characters, assuming a mix of player types, there is nothing (except how the DM plays it out) that is inherently unfun about this example. We don't all play a combat/skill challenge boardgame hong. Point 2: Huh? If the players aren't sure or familiar with this style of game enough to know they can talk to the guards...Right, ok they will still know to do this. OK. Point 3: Exactly... what? I was using an example of why interaction can be fun yet not necessarily push the story forward...you know the opposite of what you claim for point 1. Point 4: Yes communicating with your players and understanding what they want is key, yet it is contradicted by what we are talking about here for no good reason. Again hong, everyone doesn't play D&D as a combat/skill challenge boardgame. I would hope that in reading this paragraph that you could actually look beyond your own particular style of play for D&D to realize their are a multitude of playstyles and wants as far as the game is concerned and some of these criticisms of the tone and influence the game sets are valid, whether you agree they are the best for your game or not. [/QUOTE]
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