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Is power creep bad?
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<blockquote data-quote="Ondath" data-source="post: 8638380" data-attributes="member: 7031770"><p>I've had tables where these are incredibly tedious, and I've had tables where the players planned what to bring to the dungeon for 30 minutes and drew and their own maps and had massive fun. It really depends on the style of play you want to have.</p><p></p><p>Now, if only 5E had kept its promise from the playtest that it was going to be a modular ruleset that can reasonably emulate any kind of game you could run with the previous editions, we could perhaps have the variation we needed. It seems like the new design direction is instead solidifying the kind of game that can be run with 5E, which is closer to this theatretical experience where every encounter adds something to the story and allows different players to show off their unique characters. It's a style of play I definitely like in my games at least to a certain extent, but I also like having other elements, and these other elements being left out in favour of this neo-trad/OC style feels like a missed opportunity. And with that, the temptation to design an OGL game that actually delivers on the modularity promise increases evermore...</p></blockquote><p></p>
[QUOTE="Ondath, post: 8638380, member: 7031770"] I've had tables where these are incredibly tedious, and I've had tables where the players planned what to bring to the dungeon for 30 minutes and drew and their own maps and had massive fun. It really depends on the style of play you want to have. Now, if only 5E had kept its promise from the playtest that it was going to be a modular ruleset that can reasonably emulate any kind of game you could run with the previous editions, we could perhaps have the variation we needed. It seems like the new design direction is instead solidifying the kind of game that can be run with 5E, which is closer to this theatretical experience where every encounter adds something to the story and allows different players to show off their unique characters. It's a style of play I definitely like in my games at least to a certain extent, but I also like having other elements, and these other elements being left out in favour of this neo-trad/OC style feels like a missed opportunity. And with that, the temptation to design an OGL game that actually delivers on the modularity promise increases evermore... [/QUOTE]
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Is power creep bad?
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