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How has D&D changed over the decades?
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<blockquote data-quote="Hussar" data-source="post: 8600019" data-attributes="member: 22779"><p>[USER=7635]@Remathilis[/USER] - like you I'm not really into sandboxes. I have no problem with, what you call, checkpoint play. My difference though would be that I don't really see such a system as short circuiting anything. Sure, you are getting past the checkpoint of "How do I get to see the Mayor" in possibly a faster/easier way, but, the point of that checkpoint is that they will get past it. And, as a DM, I have unlimited checkpoints, so, even if the players do completely short circuit this particular one, I have more that I can bring to the table.</p><p></p><p>I see two main benefits to this method. </p><p></p><p>1. It allows players to directly affect pacing. If the player (s) really aren't feeling this particular scenario/checkpoint/whatever, they can pull this out and fast forward. Great, AFAIC. And, it might not be that they skip over every single checkpoint of this time. It's far more likely that it's a one time thing (or a very few times thing) and might just be because the player isn't feeling the scenario right now. </p><p></p><p>2. It engages the players directly to take some ownership over the setting. Which, to me, engages the players in the game to such a great extent that it's more than worth chucking this particular challenge under the bus. The reward far outweighs the cost.</p><p></p><p>Now, I realize that this only applies to ME. I'm certainly not trying to make a larger point or saying that this will work for everyone. I know that it won't. There are players out there that are 100% not interested in taking any sort of authorial control over the game, for example. It's just one tool in the box, not one that works in all situations.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8600019, member: 22779"] [USER=7635]@Remathilis[/USER] - like you I'm not really into sandboxes. I have no problem with, what you call, checkpoint play. My difference though would be that I don't really see such a system as short circuiting anything. Sure, you are getting past the checkpoint of "How do I get to see the Mayor" in possibly a faster/easier way, but, the point of that checkpoint is that they will get past it. And, as a DM, I have unlimited checkpoints, so, even if the players do completely short circuit this particular one, I have more that I can bring to the table. I see two main benefits to this method. 1. It allows players to directly affect pacing. If the player (s) really aren't feeling this particular scenario/checkpoint/whatever, they can pull this out and fast forward. Great, AFAIC. And, it might not be that they skip over every single checkpoint of this time. It's far more likely that it's a one time thing (or a very few times thing) and might just be because the player isn't feeling the scenario right now. 2. It engages the players directly to take some ownership over the setting. Which, to me, engages the players in the game to such a great extent that it's more than worth chucking this particular challenge under the bus. The reward far outweighs the cost. Now, I realize that this only applies to ME. I'm certainly not trying to make a larger point or saying that this will work for everyone. I know that it won't. There are players out there that are 100% not interested in taking any sort of authorial control over the game, for example. It's just one tool in the box, not one that works in all situations. [/QUOTE]
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