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How Much D&D is To Much?
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<blockquote data-quote="Irennan" data-source="post: 6743147" data-attributes="member: 6778119"><p>Thanks for answering.</p><p></p><p></p><p></p><p>Yes, I thought of that, but IME, even with those solutions, it takes a remarkable dedication to stay decently focused for long periods of time, especially going through the night.</p><p></p><p></p><p>I'm kind of the opposite of that. I always try to prepare things rather meticulously, and feel unprepared if I don't have all that I think necessary nailed down. I try to leave my (2) players completely free to choose what to do/explore, but once they have become engaged in a given plot/story, especially if it is closely about their characters, I feel that I *have* to prepare outcomes for all the choices that they might make, or how ''the world'' might react to their choices. Also, for example when dealing with particular NPCs, I always try to figure out whatever significant topic my players might want to discuss with them, so that I can think beforehand what their opinion on given things might be, or what wording they might use, or how they could react to certain statements/intentions. If I don't do that, I almost feel like the whole session is slipping out of my hands.</p><p></p><p></p><p></p><p>Yes, I can agree. For example my players don't enjoy combat unless it's dramatic or key to something important that they're doing In some situations we often skip it entirely, or play it very roughly, rather free-form, only counting resources spent.</p></blockquote><p></p>
[QUOTE="Irennan, post: 6743147, member: 6778119"] Thanks for answering. Yes, I thought of that, but IME, even with those solutions, it takes a remarkable dedication to stay decently focused for long periods of time, especially going through the night. I'm kind of the opposite of that. I always try to prepare things rather meticulously, and feel unprepared if I don't have all that I think necessary nailed down. I try to leave my (2) players completely free to choose what to do/explore, but once they have become engaged in a given plot/story, especially if it is closely about their characters, I feel that I *have* to prepare outcomes for all the choices that they might make, or how ''the world'' might react to their choices. Also, for example when dealing with particular NPCs, I always try to figure out whatever significant topic my players might want to discuss with them, so that I can think beforehand what their opinion on given things might be, or what wording they might use, or how they could react to certain statements/intentions. If I don't do that, I almost feel like the whole session is slipping out of my hands. Yes, I can agree. For example my players don't enjoy combat unless it's dramatic or key to something important that they're doing In some situations we often skip it entirely, or play it very roughly, rather free-form, only counting resources spent. [/QUOTE]
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