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I don't understand Gridless combat. HELP!
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<blockquote data-quote="ExploderWizard" data-source="post: 5930273" data-attributes="member: 66434"><p>The purpose of those decisions in a nutshell is to inform the DM where the game is heading. In an open -ended sandbox type of game the <em>players</em> are the primary drivers of the action and largely in charge of what direction the game takes at any given point. </p><p> </p><p>The motivation for these decisions also comes from the players. Do they enjoy kicking in doors and just killing stuff? Do they desire wealth and influence? Are they heroes in search of someone who needs their help? </p><p> </p><p>Players have different favorite aspects of the game. This is why I believe the in-game rewards (mostly XP) should be flexible and the methods for earning such rewards decided by the individual group rather than the system. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p>Exploration is the springboard that opens up other types of engagement with the world. Exploring the world yields information that can be used for other goals. The players begin by exploring some portion of the environment. While doing this they learn of people, places, events, and any number of going concerns that they might choose to get involved with.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5930273, member: 66434"] The purpose of those decisions in a nutshell is to inform the DM where the game is heading. In an open -ended sandbox type of game the [I]players[/I] are the primary drivers of the action and largely in charge of what direction the game takes at any given point. The motivation for these decisions also comes from the players. Do they enjoy kicking in doors and just killing stuff? Do they desire wealth and influence? Are they heroes in search of someone who needs their help? Players have different favorite aspects of the game. This is why I believe the in-game rewards (mostly XP) should be flexible and the methods for earning such rewards decided by the individual group rather than the system. Exploration is the springboard that opens up other types of engagement with the world. Exploring the world yields information that can be used for other goals. The players begin by exploring some portion of the environment. While doing this they learn of people, places, events, and any number of going concerns that they might choose to get involved with. [/QUOTE]
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I don't understand Gridless combat. HELP!
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