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Let's Not Save The World...Again
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<blockquote data-quote="Aenghus" data-source="post: 7718689" data-attributes="member: 2656"><p>I think that typical fantasy art of adventurers battling hideous monsters was more dynamic, more marketable than, let's say, pictures of adventurers looting a room of treasure, and such artwork became more common even in editions with alternate play styles, some of which were more of the "avoid the monsters, grab the loot" type. Over the editions monster battling became more and more an expected adventurer activity IMO, with more campaigns that corresponded to the inspirational artwork and adventure modules they inspired.</p><p></p><p>And "Save the world" is a strong motivation for fighting dangerous monsters as the stakes are so high.</p><p></p><p>As regards play styles as they evolve in various games groups, I think they are very complex things with multiple reasons contributing to the whole. For instance, I'm bad at theatre of the mind, and prefer visual representations of complex situations, such as miniatures and a grid. As a player I would constantly lose track of the situation in theatre of the mind play, and beyond a certain level of complexity found it a frustrating and unsatisfying style of play that reduced my enjoyment of the game. Some matters of taste have ramifications beyond mere enjoyment and can help or hinder the entire play experience for some individuals. </p><p></p><p>Over time people with incompatible tastes will find this out and probably not stick together very long, while people with similar or compatible tastes are more likely to create stable games groups.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 7718689, member: 2656"] I think that typical fantasy art of adventurers battling hideous monsters was more dynamic, more marketable than, let's say, pictures of adventurers looting a room of treasure, and such artwork became more common even in editions with alternate play styles, some of which were more of the "avoid the monsters, grab the loot" type. Over the editions monster battling became more and more an expected adventurer activity IMO, with more campaigns that corresponded to the inspirational artwork and adventure modules they inspired. And "Save the world" is a strong motivation for fighting dangerous monsters as the stakes are so high. As regards play styles as they evolve in various games groups, I think they are very complex things with multiple reasons contributing to the whole. For instance, I'm bad at theatre of the mind, and prefer visual representations of complex situations, such as miniatures and a grid. As a player I would constantly lose track of the situation in theatre of the mind play, and beyond a certain level of complexity found it a frustrating and unsatisfying style of play that reduced my enjoyment of the game. Some matters of taste have ramifications beyond mere enjoyment and can help or hinder the entire play experience for some individuals. Over time people with incompatible tastes will find this out and probably not stick together very long, while people with similar or compatible tastes are more likely to create stable games groups. [/QUOTE]
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