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How has D&D changed over the decades?
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<blockquote data-quote="pemerton" data-source="post: 8607447" data-attributes="member: 42582"><p>Agreed. This has come up very early in my Torchbearer game: one of the PCs had an Elven Ranger friend as a component/outcome of PC-building. During the Town Phase, the player tried to Circles up the PC's friend, and failed - and so the PC received a dream in which she saw her Ranger friend taken prisoner by her enemy Megloss (the enemy was also a component/outcome of PC-building).</p><p></p><p>I now have to make a decision about how much benefit (if any) the player gets from the PC's friendship with the Ranger (in play terms, I am anticipating an encounter with the Ranger's horse as the PCs travel through the wilderness from the town they are in, to the place where Megloss has taken the Ranger prisoner). The player is entitled to <em>some</em> benefit, as the friend is a component of PC build. But the whole play of the game depends upon keeping the PCs (and thus their players) under pressure.</p><p></p><p>My current thinking is that a Rider check will be needed to calm and take control of the horse, and that the horse will have some supplies, and maybe one interesting/distinctive item, in its saddlebags.</p><p></p><p>Also agreed. This was what I was getting at with my example, upthread, of letting the PC whose player wanted to shame a NPC in debate just find the NPC in town. I don't see the virtue in making a big deal - in play time, or resource consumption - of what are essentially transitional moments for setting up the real action.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8607447, member: 42582"] Agreed. This has come up very early in my Torchbearer game: one of the PCs had an Elven Ranger friend as a component/outcome of PC-building. During the Town Phase, the player tried to Circles up the PC's friend, and failed - and so the PC received a dream in which she saw her Ranger friend taken prisoner by her enemy Megloss (the enemy was also a component/outcome of PC-building). I now have to make a decision about how much benefit (if any) the player gets from the PC's friendship with the Ranger (in play terms, I am anticipating an encounter with the Ranger's horse as the PCs travel through the wilderness from the town they are in, to the place where Megloss has taken the Ranger prisoner). The player is entitled to [i]some[/i] benefit, as the friend is a component of PC build. But the whole play of the game depends upon keeping the PCs (and thus their players) under pressure. My current thinking is that a Rider check will be needed to calm and take control of the horse, and that the horse will have some supplies, and maybe one interesting/distinctive item, in its saddlebags. Also agreed. This was what I was getting at with my example, upthread, of letting the PC whose player wanted to shame a NPC in debate just find the NPC in town. I don't see the virtue in making a big deal - in play time, or resource consumption - of what are essentially transitional moments for setting up the real action. [/QUOTE]
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How has D&D changed over the decades?
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