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Have we failed to discourage min-maxing?
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<blockquote data-quote="Enevhar Aldarion" data-source="post: 6854209" data-attributes="member: 6818233"><p>As long as things like Adventurer's League and Pathfinder Society, and most other Organized Play groups, are geared towards the time limit imposed by a store or convention setting, combat will almost always trump non-combat. After all, why RP for 15-20 minutes to get past part of a module when you get can clear it with 3-5 minutes of combat? And if the emphasis were to ever be truly shifted, say to where you can only get the info you need if certain NPCs or enemies survive, you would end up with a season where people hated the modules the first time playing them, or a lot of meta-gaming as players shared the details on how to not fail the missions.</p><p></p><p>What I am curious to see is how the recently announced Call of Cthulhu Organized Play program handles this balance between combat and non-combat and time limits.</p></blockquote><p></p>
[QUOTE="Enevhar Aldarion, post: 6854209, member: 6818233"] As long as things like Adventurer's League and Pathfinder Society, and most other Organized Play groups, are geared towards the time limit imposed by a store or convention setting, combat will almost always trump non-combat. After all, why RP for 15-20 minutes to get past part of a module when you get can clear it with 3-5 minutes of combat? And if the emphasis were to ever be truly shifted, say to where you can only get the info you need if certain NPCs or enemies survive, you would end up with a season where people hated the modules the first time playing them, or a lot of meta-gaming as players shared the details on how to not fail the missions. What I am curious to see is how the recently announced Call of Cthulhu Organized Play program handles this balance between combat and non-combat and time limits. [/QUOTE]
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Have we failed to discourage min-maxing?
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