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Killing the sense of wonder
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<blockquote data-quote="Rel" data-source="post: 5338610" data-attributes="member: 99"><p>Lots of things can happen to bring the game down. Once in a while (thankfully not too often) we have a night where we're all together but the game never really gets on track because something is distracting us too much. Could be that we're all excited about something else or maybe somebody is having trouble with work/family/whatever that they want to talk about (the guys I game with are all people I've been friends with for close to 20 years). When that happens we try to recognize that it just ain't happenin' that night and relax, have a few drinks and go with the conversation.</p><p></p><p>When the game is on I find that one thing that can drag the mood down is if a combat feels like we're just grinding through monster hit points. When the minis are just sliding around a relatively featureless surface then it feels more like a boardgame. It helps to have something else going on. Interesting terrain or environmental effects or some great, monstrous contraption. It creates something out of the ordinary that the players must contend with and helps (IMHO) generate sensory inputs that make the scene feel more alive.</p><p></p><p>Combine that with a decent story that actively tries to engage with the PC personalities and immersion gets a whole lot easier.</p></blockquote><p></p>
[QUOTE="Rel, post: 5338610, member: 99"] Lots of things can happen to bring the game down. Once in a while (thankfully not too often) we have a night where we're all together but the game never really gets on track because something is distracting us too much. Could be that we're all excited about something else or maybe somebody is having trouble with work/family/whatever that they want to talk about (the guys I game with are all people I've been friends with for close to 20 years). When that happens we try to recognize that it just ain't happenin' that night and relax, have a few drinks and go with the conversation. When the game is on I find that one thing that can drag the mood down is if a combat feels like we're just grinding through monster hit points. When the minis are just sliding around a relatively featureless surface then it feels more like a boardgame. It helps to have something else going on. Interesting terrain or environmental effects or some great, monstrous contraption. It creates something out of the ordinary that the players must contend with and helps (IMHO) generate sensory inputs that make the scene feel more alive. Combine that with a decent story that actively tries to engage with the PC personalities and immersion gets a whole lot easier. [/QUOTE]
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