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How Did I Survive AD&D? Fudging and Railroads, Apparently
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<blockquote data-quote="EzekielRaiden" data-source="post: 9471271" data-attributes="member: 6790260"><p>Sure. As with many things, the particular mix will vary, but yes. In general, I find "this ended up harder than we expected" is a pretty common event for most players though.</p><p></p><p></p><p>I personally don't think it needs to be everyone 100% on board for everyone else's goals all the time. Instead, they need to care about supporting one another as players, and their characters, even if they don't "get along" in a friendship kind of way, need to act as a team when it's needed.</p><p></p><p>In other words, you need some in-character <em>esprit de corps</em>, or better yet, genuine camaraderie and friendship (since that's much more reliable), and out-of-character, you need players who actually...y'know...like and respect each other and want one another to have the best possible time they can.</p><p></p><p>This is a big part of why I discourage PVP and gross (as in severe) immaturity. The occasional puerile joke is no problem, but if players are genuinely spoiling one another's fun because they're too lackadasical or too selfish to care about their fellow players, they're never going to be able to enjoy an experience like this. It's simply not compatible with that level of....well, for lack of a better term, <em>pettiness</em>. If the players cannot show respect to one another, they'll never be able to build this kind of experience, and they probably <em>should</em> be kept on a railroad, as they can't actually be trusted to behave themselves.</p><p></p><p></p><p>Many, I'd argue the vast majority, of us do not have the luxury of "we will keep gaming for the next 2-3 decades." Some day, the campaign must end. It might take years. But sooner or later, it ends, and when it does, the conclusion needs to be reasonably satisfying. Naturally, <em>until</em> it's time to wrap things up for the final time, you want to keep the ball rolling. The seeds of the next plot are planted during the flowering of the current one--that's just good storytelling.</p><p></p><p>But there really is such a thing as excessively delayed gratification. Narrative blue balls, if you like. World of Warcraft suffered that particular problem <em>very badly</em>. The TV show <em>Lost</em> had the same problem; they built up tension and the promise of major reveals over and over and over...and did so <em>well</em> past any real ability to draw it to a real conclusion, so that when it finally dropped, it was a bitter disappointment to fans.</p><p></p><p>For the majority of players who don't have the luxury of "the adventure continues...", there's a real need for slowly but surely building toward various final conclusions.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9471271, member: 6790260"] Sure. As with many things, the particular mix will vary, but yes. In general, I find "this ended up harder than we expected" is a pretty common event for most players though. I personally don't think it needs to be everyone 100% on board for everyone else's goals all the time. Instead, they need to care about supporting one another as players, and their characters, even if they don't "get along" in a friendship kind of way, need to act as a team when it's needed. In other words, you need some in-character [I]esprit de corps[/I], or better yet, genuine camaraderie and friendship (since that's much more reliable), and out-of-character, you need players who actually...y'know...like and respect each other and want one another to have the best possible time they can. This is a big part of why I discourage PVP and gross (as in severe) immaturity. The occasional puerile joke is no problem, but if players are genuinely spoiling one another's fun because they're too lackadasical or too selfish to care about their fellow players, they're never going to be able to enjoy an experience like this. It's simply not compatible with that level of....well, for lack of a better term, [I]pettiness[/I]. If the players cannot show respect to one another, they'll never be able to build this kind of experience, and they probably [I]should[/I] be kept on a railroad, as they can't actually be trusted to behave themselves. Many, I'd argue the vast majority, of us do not have the luxury of "we will keep gaming for the next 2-3 decades." Some day, the campaign must end. It might take years. But sooner or later, it ends, and when it does, the conclusion needs to be reasonably satisfying. Naturally, [I]until[/I] it's time to wrap things up for the final time, you want to keep the ball rolling. The seeds of the next plot are planted during the flowering of the current one--that's just good storytelling. But there really is such a thing as excessively delayed gratification. Narrative blue balls, if you like. World of Warcraft suffered that particular problem [I]very badly[/I]. The TV show [I]Lost[/I] had the same problem; they built up tension and the promise of major reveals over and over and over...and did so [I]well[/I] past any real ability to draw it to a real conclusion, so that when it finally dropped, it was a bitter disappointment to fans. For the majority of players who don't have the luxury of "the adventure continues...", there's a real need for slowly but surely building toward various final conclusions. [/QUOTE]
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