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<blockquote data-quote="Doug McCrae" data-source="post: 4313384" data-attributes="member: 21169"><p>Having reread the section on page 105, I think you're misinterpreting it. The way I see it the paragraph is NOT saying X is always fun, Y is always not fun. As you say, that contradicts points made in earlier chapters about different players enjoying different elements of the game.</p><p></p><p>Rather the section is saying - IF your players are finding this part to be not fun, fast forward. And giving some examples of things a lot of players are likely to find unfun.</p><p></p><p>The particular sentence you take issue with - "An encounter with two guards at the city gate isn't much fun" - is not, imo, saying all encounters with guards aren't fun. It's shorthand for "You are DMing a game and your players are finding a *particular* encounter with guards to be not fun. What do you do?" To which it gives the answer "Tell the players they get through the gate without much trouble and move on to the fun."</p><p></p><p>And surely the overwhelming majority of players would find long treks through endless corridors (one assumes these are empty and featureless here) to be not fun? I doubt there is a DM anywhere who plays through every journey and all day-to-day activity, the unfun parts of the PC experience, in real time detail. So it's not terribly controversial. But spending too long on boring parts of the game is definitely a mistake noob DMs could make.</p><p></p><p>That's all the paragraph is saying - always be aware of whether your players are enjoying an encounter. If not, then move on. Hence the advice "Fun is one element you shouldn't vary."</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 4313384, member: 21169"] Having reread the section on page 105, I think you're misinterpreting it. The way I see it the paragraph is NOT saying X is always fun, Y is always not fun. As you say, that contradicts points made in earlier chapters about different players enjoying different elements of the game. Rather the section is saying - IF your players are finding this part to be not fun, fast forward. And giving some examples of things a lot of players are likely to find unfun. The particular sentence you take issue with - "An encounter with two guards at the city gate isn't much fun" - is not, imo, saying all encounters with guards aren't fun. It's shorthand for "You are DMing a game and your players are finding a *particular* encounter with guards to be not fun. What do you do?" To which it gives the answer "Tell the players they get through the gate without much trouble and move on to the fun." And surely the overwhelming majority of players would find long treks through endless corridors (one assumes these are empty and featureless here) to be not fun? I doubt there is a DM anywhere who plays through every journey and all day-to-day activity, the unfun parts of the PC experience, in real time detail. So it's not terribly controversial. But spending too long on boring parts of the game is definitely a mistake noob DMs could make. That's all the paragraph is saying - always be aware of whether your players are enjoying an encounter. If not, then move on. Hence the advice "Fun is one element you shouldn't vary." [/QUOTE]
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