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GM Prep Time - Cognitive Dissonance in Encounter Design?
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<blockquote data-quote="Umbran" data-source="post: 5187398" data-attributes="member: 177"><p>Color me... skeptical that your position is held by enough of the public to make the idea fly.</p><p></p><p>There's one thing that seems to be fairly common about gamers - we are stingy. We complain about the price of rulebooks. We complain about the price of pdfs. You're expecting that they can charge more for a new presentation, three quarters of which any particular group won't use? </p><p></p><p>Remember, for any given encounter, it is probably getting played once, and that's it. The party will find one way through it. Three of your four are now wasted. And the person who bought this adventure is sitting there thinking, "Why did I pay more, when I didn't use most of the extra?"</p><p></p><p>I think we are forgetting that the GM is there, in part, to adjudicate that which isn't expressed in the given material - to give the game greater flexibility. We (gamers and GMs, broadly) buy materials so that we don't have to do <em>everything</em> ourselves, but that's not the same as having the adventure do everything for us. At some point, the adventure's given us enough to work with, and we can carry it from there, even if the players step outside what the material describes. Material beyond that point is gives us diminished returns on our investment, so we won't pay much for it.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5187398, member: 177"] Color me... skeptical that your position is held by enough of the public to make the idea fly. There's one thing that seems to be fairly common about gamers - we are stingy. We complain about the price of rulebooks. We complain about the price of pdfs. You're expecting that they can charge more for a new presentation, three quarters of which any particular group won't use? Remember, for any given encounter, it is probably getting played once, and that's it. The party will find one way through it. Three of your four are now wasted. And the person who bought this adventure is sitting there thinking, "Why did I pay more, when I didn't use most of the extra?" I think we are forgetting that the GM is there, in part, to adjudicate that which isn't expressed in the given material - to give the game greater flexibility. We (gamers and GMs, broadly) buy materials so that we don't have to do [I]everything[/I] ourselves, but that's not the same as having the adventure do everything for us. At some point, the adventure's given us enough to work with, and we can carry it from there, even if the players step outside what the material describes. Material beyond that point is gives us diminished returns on our investment, so we won't pay much for it. [/QUOTE]
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