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Hitting "reset": A counterpoint to "gritty" 4e
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<blockquote data-quote="Lanefan" data-source="post: 3980422" data-attributes="member: 29398"><p>In any game, there comes the odd occasion when the set-up allows for a hidden reset button...only the big difference between this and what the OP is suggesting is the players don't know there is a reset. Dream adventures and time-repeat settings work best, though neither should be overused; illusions and the occasion stray uber-wish can also serve.</p><p></p><p>What this does is allow the DM a chance to stop caring about the story or characters for a session and just give 'er...really stretch the party beyond its maximum capabilities, and see how they do; or just watch 'em die.</p><p></p><p>If nothing else, doing this once in a while gives you a good idea of what your party *can* handle, for designing later adventures.</p><p></p><p>That all said, I can't see myself ever wanting to play in a game with do-overs as standard operating procedure when things went wrong.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3980422, member: 29398"] In any game, there comes the odd occasion when the set-up allows for a hidden reset button...only the big difference between this and what the OP is suggesting is the players don't know there is a reset. Dream adventures and time-repeat settings work best, though neither should be overused; illusions and the occasion stray uber-wish can also serve. What this does is allow the DM a chance to stop caring about the story or characters for a session and just give 'er...really stretch the party beyond its maximum capabilities, and see how they do; or just watch 'em die. If nothing else, doing this once in a while gives you a good idea of what your party *can* handle, for designing later adventures. That all said, I can't see myself ever wanting to play in a game with do-overs as standard operating procedure when things went wrong. Lanefan [/QUOTE]
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Hitting "reset": A counterpoint to "gritty" 4e
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