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How dungeons have changed in Dungeons and Dragons
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<blockquote data-quote="howandwhy99" data-source="post: 3241986" data-attributes="member: 3192"><p>I think tx is right. With the age of gamers increasing time becomes more and more scarce. Speed is important for a game. The problem is D20 is slow. It's not unusual for a high level combat to last a couple hours - even the whole night for a big finale. Unfortunately, this has influenced adventure design to where players stay within the adventure path almost entirely instead of having to find it / create it for themselves. Time can't afford to be wasted.</p><p></p><p>For example, reading adventure path storyhours the stories are almost uniformly the same. Events, locations, NPCs, and adventures all happen in the same order. The DM is choosing their path, not the players. If you've read one, you know what is going to happen next in another. This means what is played is already prepared which helps the DM. Unfortunately, it removes the opportunity for the characters to choose their own ends and be responsible for their actions. The adventure has already plotted the action, just not the success or failure. So success often rides on the tactical decisions made each combat instead of strategic planning on who to fight or whether to fight at all.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 3241986, member: 3192"] I think tx is right. With the age of gamers increasing time becomes more and more scarce. Speed is important for a game. The problem is D20 is slow. It's not unusual for a high level combat to last a couple hours - even the whole night for a big finale. Unfortunately, this has influenced adventure design to where players stay within the adventure path almost entirely instead of having to find it / create it for themselves. Time can't afford to be wasted. For example, reading adventure path storyhours the stories are almost uniformly the same. Events, locations, NPCs, and adventures all happen in the same order. The DM is choosing their path, not the players. If you've read one, you know what is going to happen next in another. This means what is played is already prepared which helps the DM. Unfortunately, it removes the opportunity for the characters to choose their own ends and be responsible for their actions. The adventure has already plotted the action, just not the success or failure. So success often rides on the tactical decisions made each combat instead of strategic planning on who to fight or whether to fight at all. [/QUOTE]
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