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General Tabletop Discussion
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How has D&D changed over the decades?
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<blockquote data-quote="Baron Opal II" data-source="post: 8598091" data-attributes="member: 6794067"><p>Oh, I see. Predetermining you have an in with the mayor of Smallville doesn't help with the mayor of Largeburg. True. Have a large family? You only have so many social contacts. We still meet the Vaalgarde test, however.</p><p></p><p></p><p></p><p></p><p></p><p>It obviates the problem with no expenditure of resources. You wave your hand, "my sister is employed here, we have an in." And, three real / game months down the road there is nothing preventing you doing the same thing. Apparently, your sister is multi-talented and travels a lot.</p><p></p><p>The issue isn't players deciding aspects of the game world, <em>it is having a wild card to obviate rather than solve the situation.</em> Now, we're being rather vague in our thought experiment, which is their nature. Let me be a touch more concrete.</p><p></p><p>I have been fortunate recently in having a number of new players. They were a bit boggled by the equipment lists I have, so I made a group of five "fast packs". Adventurer, Scholar, Scout, Delver, and Camper. About half the equipment is the same and the rest more dedicated to a theme. I did this because there was one too many times when the party needed 50' of rope to cross a ravine and not only did no one have any they didn't think to buy anything but arms and armor. So these packs are "training wheels" for forethought, in a way. And, if shopping is tedious for them, they have a standard Adventurer pack that covers most of the typical needs, without any intended "gotcha"s.</p><p></p><p>Another example, characters, expecially thieves with their urban focus, have a number of contacts which increase with level. I would go into more, but am out of time at the moment.</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 8598091, member: 6794067"] Oh, I see. Predetermining you have an in with the mayor of Smallville doesn't help with the mayor of Largeburg. True. Have a large family? You only have so many social contacts. We still meet the Vaalgarde test, however. It obviates the problem with no expenditure of resources. You wave your hand, "my sister is employed here, we have an in." And, three real / game months down the road there is nothing preventing you doing the same thing. Apparently, your sister is multi-talented and travels a lot. The issue isn't players deciding aspects of the game world, [I]it is having a wild card to obviate rather than solve the situation.[/I] Now, we're being rather vague in our thought experiment, which is their nature. Let me be a touch more concrete. I have been fortunate recently in having a number of new players. They were a bit boggled by the equipment lists I have, so I made a group of five "fast packs". Adventurer, Scholar, Scout, Delver, and Camper. About half the equipment is the same and the rest more dedicated to a theme. I did this because there was one too many times when the party needed 50' of rope to cross a ravine and not only did no one have any they didn't think to buy anything but arms and armor. So these packs are "training wheels" for forethought, in a way. And, if shopping is tedious for them, they have a standard Adventurer pack that covers most of the typical needs, without any intended "gotcha"s. Another example, characters, expecially thieves with their urban focus, have a number of contacts which increase with level. I would go into more, but am out of time at the moment. [/QUOTE]
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How has D&D changed over the decades?
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