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GM Prep Time - Cognitive Dissonance in Encounter Design?
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<blockquote data-quote="LostSoul" data-source="post: 5189105" data-attributes="member: 386"><p>Okay.</p><p></p><p>DMG1, Templates: pages 175 through 182.</p><p>DMG1, Class Templates: pages 182 through 183.</p><p>DMG1, Creating Monsters: pages 184 through 185.</p><p>DMG1, Creating NPCs: pages 186 through 188.</p><p>DMG2, Customizing Monsters: pages 102 through 133.</p><p></p><p>Oh yeah, and for balanced encounters != great story... no. Not at all.</p><p></p><p>All great stories are balanced. If the protagonist has easy choices to make, it's not a great story. If the protagonist has to make difficult choices - that is, <strong>balance</strong> one choice against the other, then it has a chance to be a great story.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5189105, member: 386"] Okay. DMG1, Templates: pages 175 through 182. DMG1, Class Templates: pages 182 through 183. DMG1, Creating Monsters: pages 184 through 185. DMG1, Creating NPCs: pages 186 through 188. DMG2, Customizing Monsters: pages 102 through 133. Oh yeah, and for balanced encounters != great story... no. Not at all. All great stories are balanced. If the protagonist has easy choices to make, it's not a great story. If the protagonist has to make difficult choices - that is, [b]balance[/b] one choice against the other, then it has a chance to be a great story. [/QUOTE]
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