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General Tabletop Discussion
*Dungeons & Dragons
Matt Colville on adventure length
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<blockquote data-quote="Lanefan" data-source="post: 9322964" data-attributes="member: 29398"><p>Agreed.</p><p></p><p>Heh. I write a few hundred poems and lyrics a year, most of them about things I don't really care about other than (maybe) in the actual moments of writing. Once one is done, it's dropped and on to the next.</p><p></p><p>Before any dice hit the table, I don't even know what my character will be other than maybe a vague concept e.g. "I'll shoot for a female Human Thief this time". That's the joy of having a lot of char-gen be random; and any caring for/about the character comes after it has a) entered play and b) proven itself to be any or all of entertaining-enduring-endearing.</p><p></p><p>A risk isn't a risk if there's no real risk attached. If it's comfortable, it's probably not a real risk.</p><p></p><p>What's also rewarding is when the players (and I) are all laughing ourselves silly at the insane ways in which they just killed off some of their own characters, meanwhile those players whose characters bit it are enthusiastically pulling out the dice to roll up replacements.</p><p></p><p>That doesn't happen if-when the players get too attached to said characters.</p><p></p><p>IME a scheduled-weekly game averages about 45 played sessions a year, plus any off-cycle sessions that might arise e.g. going to the pub mid-week with a player to update a character that got separated from the party and ain't rejoining them any time soon.</p><p></p><p>Where I love rolling up new characters, because of the potential (you never know what you're gonna get) and the creativity involved (what's this guy gonna do or think, what's his outlook on life, etc.). At low level, unless my luck runs consistently hot, I expect to be rolling up new ones on a regular basis until-unless one of them survives long enough to matter.</p><p></p><p>In fairness, it helps to be using a system where basic get-it-into-play char-gen is fairly fast; and I'm not sure either 4e or 5e fit this bill.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9322964, member: 29398"] Agreed. Heh. I write a few hundred poems and lyrics a year, most of them about things I don't really care about other than (maybe) in the actual moments of writing. Once one is done, it's dropped and on to the next. Before any dice hit the table, I don't even know what my character will be other than maybe a vague concept e.g. "I'll shoot for a female Human Thief this time". That's the joy of having a lot of char-gen be random; and any caring for/about the character comes after it has a) entered play and b) proven itself to be any or all of entertaining-enduring-endearing. A risk isn't a risk if there's no real risk attached. If it's comfortable, it's probably not a real risk. What's also rewarding is when the players (and I) are all laughing ourselves silly at the insane ways in which they just killed off some of their own characters, meanwhile those players whose characters bit it are enthusiastically pulling out the dice to roll up replacements. That doesn't happen if-when the players get too attached to said characters. IME a scheduled-weekly game averages about 45 played sessions a year, plus any off-cycle sessions that might arise e.g. going to the pub mid-week with a player to update a character that got separated from the party and ain't rejoining them any time soon. Where I love rolling up new characters, because of the potential (you never know what you're gonna get) and the creativity involved (what's this guy gonna do or think, what's his outlook on life, etc.). At low level, unless my luck runs consistently hot, I expect to be rolling up new ones on a regular basis until-unless one of them survives long enough to matter. In fairness, it helps to be using a system where basic get-it-into-play char-gen is fairly fast; and I'm not sure either 4e or 5e fit this bill. [/QUOTE]
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