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L&L D&D Next Goals, Part Two
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<blockquote data-quote="KidSnide" data-source="post: 6073694" data-attributes="member: 54710"><p>Very true.</p><p></p><p>It's also true that a fight can be a penalty for failure at the "adventuring" game. The goal of treasure-seeking adventurers is to get as much treasure as possible without getting killed. Or, alternatively, the goal of objective-seeking adventurers is to accomplish their "mission" (given by an NPC or self-directed) without getting killed. In either example, getting into an unnecessary fight works against the PCs. This kind of "penalty fight" is perfectly reasonable design, but it's not spending game time moving the PCs forward and so it should go pretty fast. </p><p></p><p>(Of course, sometimes the treasure is guarded by a fierce beast who must be defeated or the objective is to slay the evil sorcerer before he can finish his ritual. <em>Those </em>fights are desired by the PCs deserve more game time to resolve.)</p><p></p><p>In more recent editions, we've gotten closer to the idea that <em>getting into fights is the objective</em>. That can be fun too -- there's nothing wrong with adventurers who have the goal of trimming the local monster population. In that kind of game, the fights <em>are</em> the fun, so you want to have sufficiently detailed-and-interesting fights to keep the game exciting. </p><p></p><p>But it's also OK to have games where the fights play a useful role, but aren't the primary source of fun. In those games, fast fights are often a valuable design goal.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 6073694, member: 54710"] Very true. It's also true that a fight can be a penalty for failure at the "adventuring" game. The goal of treasure-seeking adventurers is to get as much treasure as possible without getting killed. Or, alternatively, the goal of objective-seeking adventurers is to accomplish their "mission" (given by an NPC or self-directed) without getting killed. In either example, getting into an unnecessary fight works against the PCs. This kind of "penalty fight" is perfectly reasonable design, but it's not spending game time moving the PCs forward and so it should go pretty fast. (Of course, sometimes the treasure is guarded by a fierce beast who must be defeated or the objective is to slay the evil sorcerer before he can finish his ritual. [I]Those [/I]fights are desired by the PCs deserve more game time to resolve.) In more recent editions, we've gotten closer to the idea that [I]getting into fights is the objective[/I]. That can be fun too -- there's nothing wrong with adventurers who have the goal of trimming the local monster population. In that kind of game, the fights [I]are[/I] the fun, so you want to have sufficiently detailed-and-interesting fights to keep the game exciting. But it's also OK to have games where the fights play a useful role, but aren't the primary source of fun. In those games, fast fights are often a valuable design goal. -KS [/QUOTE]
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