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<blockquote data-quote="GrahamWills" data-source="post: 6595677" data-attributes="member: 75787"><p>I suppose, if you are a simulationist sort of GM, and you are highly skilled in your game system, and you never design an encounter with any errors in it, then I can see espousing a style of play where you set up an encounter and do not improvise any modification to it at all. There's no real difference between adding or removing elements, changing hit points, modifying enemy tactics or whatever. The question really is: will you modify an encounter from how it starts?</p><p></p><p>I am not a perfect GM, so I will. If my timing is off and I need to finish this scene fast so I can play th next scene before players have to leave, I'll reduce hit points, modify enemy tactics so they flee, not and in reinforcements or whatever. </p><p></p><p>Importantly, my players know this. I have run much more constrained games (lots of Livign Greyhawk) where I have had to not do this and make th game significantly less fun for players simply because they did not have an optimized group, or were slow to get started, or unfamiliar with to some system aspects. It soured me on the whole simulationist approach, with rigid non-interference. </p><p></p><p>If your group likes it, great, but I am almost positive, based on decades of experience running for hundreds of people, that this is not usual. Most players prefer, if their GM has screwed up, for him to fix the issue as discreetly as possible, rather than just kill of their party.</p></blockquote><p></p>
[QUOTE="GrahamWills, post: 6595677, member: 75787"] I suppose, if you are a simulationist sort of GM, and you are highly skilled in your game system, and you never design an encounter with any errors in it, then I can see espousing a style of play where you set up an encounter and do not improvise any modification to it at all. There's no real difference between adding or removing elements, changing hit points, modifying enemy tactics or whatever. The question really is: will you modify an encounter from how it starts? I am not a perfect GM, so I will. If my timing is off and I need to finish this scene fast so I can play th next scene before players have to leave, I'll reduce hit points, modify enemy tactics so they flee, not and in reinforcements or whatever. Importantly, my players know this. I have run much more constrained games (lots of Livign Greyhawk) where I have had to not do this and make th game significantly less fun for players simply because they did not have an optimized group, or were slow to get started, or unfamiliar with to some system aspects. It soured me on the whole simulationist approach, with rigid non-interference. If your group likes it, great, but I am almost positive, based on decades of experience running for hundreds of people, that this is not usual. Most players prefer, if their GM has screwed up, for him to fix the issue as discreetly as possible, rather than just kill of their party. [/QUOTE]
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