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General Tabletop Discussion
*Dungeons & Dragons
Here's A Look At 3 Adventures from the Radiant Citadel
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<blockquote data-quote="Monayuris" data-source="post: 8588572" data-attributes="member: 6859536"><p>Sounds like more of an experience / emergent game play thing.</p><p></p><p>In Od&d and basic, emergent game play leads to avoiding combat and finding non-violent solutions to problems. </p><p></p><p>Players will learn that If they fight all the time, their characters die frequently due to having so little hit points and to saves that work against you. They suffer this while, at the same time, they level slower since they get very little XP for killing monsters.</p><p></p><p>Finding creative non-violent solutions leads to characters surviving more frequently and greater experience awards from obtaining high value treasures while avoiding unnecessary combats.</p><p></p><p>This is the emergent play aspect of older editions.</p><p></p><p>Modern games don’t have that emergent game play towards non-violent solutions and problem solving. They approach this via adventure design…in that the system doesn’t reward non-violence but the narrative in their adventures do.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 8588572, member: 6859536"] Sounds like more of an experience / emergent game play thing. In Od&d and basic, emergent game play leads to avoiding combat and finding non-violent solutions to problems. Players will learn that If they fight all the time, their characters die frequently due to having so little hit points and to saves that work against you. They suffer this while, at the same time, they level slower since they get very little XP for killing monsters. Finding creative non-violent solutions leads to characters surviving more frequently and greater experience awards from obtaining high value treasures while avoiding unnecessary combats. This is the emergent play aspect of older editions. Modern games don’t have that emergent game play towards non-violent solutions and problem solving. They approach this via adventure design…in that the system doesn’t reward non-violence but the narrative in their adventures do. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Here's A Look At 3 Adventures from the Radiant Citadel
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