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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: 9323133" data-attributes="member: 29398"><p>If they had fun in the moments of the char-gen process and the play as long as it lasted, the time wasn't wasted.</p><p></p><p>Did I waste my time playing the last character I ran in the rogue-like computer game I play? Not at all. Even though it died (and they all do, I've yet to beat the game) I still had fun keeping it going as long as it did, and thus the time wasn't* wasted.</p><p></p><p>* - in my view; those who think I should be doing something more productive might see it differently. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Not quite. I'm "selecting hard" for players who are willing and able to accept the losses with the wins.</p><p></p><p>A setback is a setback. The difference is that an in-character setback stays in character and can be dealt with there, while losing a character outright is a setback at the table level.</p><p></p><p>This last I assume for all. Sometimes, though, your efforts to keep said character alive are going to fail no matter what you do; dice can be nasty things.</p><p></p><p>Someone giving up or getting excessively upset by setbacks, where setbacks are a known part of the game, can't IMO look anywhere but the mirror to sort it.</p><p></p><p>Yes, in that case I do need to change something up: the players at the table.</p><p></p><p>I can handle a game-wrecker far more easily than a tantrum-thrower (I've had one or two of these).</p><p></p><p>True, some adventures don't work out; often enough the players will let me know out-of-character, and I'm glad they do. If someone's unhappy with their character they're always free to retire it and bang out something new - I encourage my players to have a stable of characters in the setting, so if they get bored playing one they can - at the next reasonable in-game opportunity - cycle in another.</p><p></p><p>Fair enough.</p><p></p><p>Indeed; and I haven't DMed anyone under 20 in a very long time. That said, college-age players can be the best in that their play often boils down to high intelligence, low wisdom. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 9323133, member: 29398"] If they had fun in the moments of the char-gen process and the play as long as it lasted, the time wasn't wasted. Did I waste my time playing the last character I ran in the rogue-like computer game I play? Not at all. Even though it died (and they all do, I've yet to beat the game) I still had fun keeping it going as long as it did, and thus the time wasn't* wasted. * - in my view; those who think I should be doing something more productive might see it differently. :) Not quite. I'm "selecting hard" for players who are willing and able to accept the losses with the wins. A setback is a setback. The difference is that an in-character setback stays in character and can be dealt with there, while losing a character outright is a setback at the table level. This last I assume for all. Sometimes, though, your efforts to keep said character alive are going to fail no matter what you do; dice can be nasty things. Someone giving up or getting excessively upset by setbacks, where setbacks are a known part of the game, can't IMO look anywhere but the mirror to sort it. Yes, in that case I do need to change something up: the players at the table. I can handle a game-wrecker far more easily than a tantrum-thrower (I've had one or two of these). True, some adventures don't work out; often enough the players will let me know out-of-character, and I'm glad they do. If someone's unhappy with their character they're always free to retire it and bang out something new - I encourage my players to have a stable of characters in the setting, so if they get bored playing one they can - at the next reasonable in-game opportunity - cycle in another. Fair enough. Indeed; and I haven't DMed anyone under 20 in a very long time. That said, college-age players can be the best in that their play often boils down to high intelligence, low wisdom. :) [/QUOTE]
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