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How did 4e take simulation away from D&D?
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<blockquote data-quote="eriktheguy" data-source="post: 5498907" data-attributes="member: 83662"><p>@ Karinsdad</p><p>I don't think Abdul has anything against your swamp adventure idea. I personally think that option 3 is the best as well, and at the risk of speaking for someone else I think Abdul would agree.</p><p></p><p>I think abdul was talking about players who miss the adventure entirely and need a shove in the right direction to actually end up on the adventure.</p><p>If the swamp is 1 week away and there are tons of dangers on the road there, dangers you were planning on including in a future session that you haven't planned yet, then maybe it IS better for the players to go to the hills instead. It wouldn't be a bad idea to nudge them in that direction.</p><p></p><p>You could improv. You could already have the swamp adventure planned. But if you are a casual DM, the only adventure you have planned is in the hills, and you aren't too good at improv, then you don't want the players to go to the swamp. The DM would be right to assume the hills will be more fun if the hills are the only thing he is prepared to DM.</p><p></p><p>And if the players continue to follow bad lead after bad lead, perhaps remind them of something they missed in the first place. Sure realism is sacrificed a bit, but being off track for a long time might not be fun for some groups. Especially if poor communication by the DM was the reason for the confusion in the first place. Nudge, nudge, nudge!</p><p></p><p>Of course the DM should make note of the adventurers' interest in the swamp and have something ready for future sessions. But nudging the players in a direction that keeps them 'on track' is okay if you aren't prepared to go off track at all, if you aren't capable of running a game that goes that far off track.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 5498907, member: 83662"] @ Karinsdad I don't think Abdul has anything against your swamp adventure idea. I personally think that option 3 is the best as well, and at the risk of speaking for someone else I think Abdul would agree. I think abdul was talking about players who miss the adventure entirely and need a shove in the right direction to actually end up on the adventure. If the swamp is 1 week away and there are tons of dangers on the road there, dangers you were planning on including in a future session that you haven't planned yet, then maybe it IS better for the players to go to the hills instead. It wouldn't be a bad idea to nudge them in that direction. You could improv. You could already have the swamp adventure planned. But if you are a casual DM, the only adventure you have planned is in the hills, and you aren't too good at improv, then you don't want the players to go to the swamp. The DM would be right to assume the hills will be more fun if the hills are the only thing he is prepared to DM. And if the players continue to follow bad lead after bad lead, perhaps remind them of something they missed in the first place. Sure realism is sacrificed a bit, but being off track for a long time might not be fun for some groups. Especially if poor communication by the DM was the reason for the confusion in the first place. Nudge, nudge, nudge! Of course the DM should make note of the adventurers' interest in the swamp and have something ready for future sessions. But nudging the players in a direction that keeps them 'on track' is okay if you aren't prepared to go off track at all, if you aren't capable of running a game that goes that far off track. [/QUOTE]
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How did 4e take simulation away from D&D?
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