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Is your D&D campaign a game or a story?
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<blockquote data-quote="Lord Mhoram" data-source="post: 2844092" data-attributes="member: 4789"><p>Mostly story with game elements (I voted 3).</p><p></p><p>I'll adjust difficulty of some encounters on the fly, i.e. decide to bring in or not bring in back up, play the bad guys smarter/dumber, use or ignore some magic or items in interest of story.</p><p>A death of a character doesn't create gaps, but it leaves all sorts of subplots hanging that then don't get resolved.</p><p>A new character joining <strong>has</strong> to have a background that ties in with the previous history of the group, and have places to hang new subplots and scenes on.</p><p></p><p>As opposed to hexgrid :If push comes to shove, story wins. </p><p></p><p>The game aspect (encounters, dice, the thrill of combat) can always be done and show up again in the next encounter. A really bad encounter that has a TPK destoys months (or in our case often years) of character development and story built by the players. No game aspect is worth losing that investment in time and effort. The game is there to facilitate story - to help decide the unknown... but note I say help decide, not complete rule the day.</p><p></p><p>My sig says it all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 2844092, member: 4789"] Mostly story with game elements (I voted 3). I'll adjust difficulty of some encounters on the fly, i.e. decide to bring in or not bring in back up, play the bad guys smarter/dumber, use or ignore some magic or items in interest of story. A death of a character doesn't create gaps, but it leaves all sorts of subplots hanging that then don't get resolved. A new character joining [B]has[/B] to have a background that ties in with the previous history of the group, and have places to hang new subplots and scenes on. As opposed to hexgrid :If push comes to shove, story wins. The game aspect (encounters, dice, the thrill of combat) can always be done and show up again in the next encounter. A really bad encounter that has a TPK destoys months (or in our case often years) of character development and story built by the players. No game aspect is worth losing that investment in time and effort. The game is there to facilitate story - to help decide the unknown... but note I say help decide, not complete rule the day. My sig says it all. :) [/QUOTE]
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