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GenCon 2007 - Experience of a newbie Con goer
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<blockquote data-quote="Radiating Gnome" data-source="post: 3717950" data-attributes="member: 150"><p>I suspect that the presence of gimmicks of some sort in the encounters becomes a necessary part of the Open because of the need to make distinctions between teams. If the open were more about "typical" D&D play, with non-gimmicked, balanced encounters that were reasonable for the party to get through, it would be hard to tell groups apart, and you'd end up having to use some very arcane tiebreakers. But, if you make it very unreasonable, gimmicky, tricksy, and tough, the groups that manage to rise to the occasion through luck, good resource management, and good tactics will stand out, and the groups that will be harder to tell apart will be the ones that fail. </p><p></p><p>It sounds like, if you were fighting the last battle and just ran out of time, that you were performing pretty well -- if anything, you probably just would have needed to shave some time off some encounters to get through. If you were going to try again next year, I'd probably just encourage you to look for ways to speed up your session -- either by moving through your turns faster or shaving time off the encounters by looking for the way out. </p><p></p><p>But, really, the Open is not a whole like like regular D&D at all. There's practically no role playing, for one thing. And it's a format where it's not really frowned on to tell other players how to play their characters (tactical decisions are just far too important). There are lots of things that just aren't like your home game, or even other RPGA games. </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 3717950, member: 150"] I suspect that the presence of gimmicks of some sort in the encounters becomes a necessary part of the Open because of the need to make distinctions between teams. If the open were more about "typical" D&D play, with non-gimmicked, balanced encounters that were reasonable for the party to get through, it would be hard to tell groups apart, and you'd end up having to use some very arcane tiebreakers. But, if you make it very unreasonable, gimmicky, tricksy, and tough, the groups that manage to rise to the occasion through luck, good resource management, and good tactics will stand out, and the groups that will be harder to tell apart will be the ones that fail. It sounds like, if you were fighting the last battle and just ran out of time, that you were performing pretty well -- if anything, you probably just would have needed to shave some time off some encounters to get through. If you were going to try again next year, I'd probably just encourage you to look for ways to speed up your session -- either by moving through your turns faster or shaving time off the encounters by looking for the way out. But, really, the Open is not a whole like like regular D&D at all. There's practically no role playing, for one thing. And it's a format where it's not really frowned on to tell other players how to play their characters (tactical decisions are just far too important). There are lots of things that just aren't like your home game, or even other RPGA games. -rg [/QUOTE]
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