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General Tabletop Discussion
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Name a technique or design choice that your group enjoys, but that is generally unpopular.
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<blockquote data-quote="doctorbadwolf" data-source="post: 8575709" data-attributes="member: 6704184"><p><strong>The DMPC</strong>. </p><p>Most of our campaigns have one, and they are beloved characters that are part of the team. We have never had a DMPC hog the spotlight, or be the “main character” or any of that stuff. </p><p> </p><p><strong>PC run organizations</strong>, businesses, expanded crafting rules that allow for profit, “follower and stronghold” type stuff, etc, are controversial in the wider community. For our games, they’re just part of a normal campaign. We don’t tend to adventure <em>for</em> coin, so much as to do something, which contributes to our happiness with these elements. D&D, Star Wars, even The One Ring (one PC started a knighthood, another became a famous craftsman and got wealthy from making exceptional weapons that combined elven and dwarven techniques with human and hobbit ingenuity), we are going to dig our fingers into the soil and plant some seeds. </p><p> </p><p><strong>D&D with “flashbacks” and other player facing “meta control” mechanics.</strong></p><p>We use a lot of stuff like this to make different types of adventures feel different, but the easiest examples are heists and infiltrations, where we have a group pool of story tokens that can be chased in to established how you planned for this, how this was actually the plan, or how you gave yourselves a tool to get out of this sort of situation<strong>. </strong></p><p> <strong></strong></p><p><strong>D&D with complex resolution. </strong></p><p>Another controversial one that we see as just how the game is built to work. What it means is that you don’t resolve a whole infiltration with a single stealth check. You use different skills, and make a check for each “moving part” of the infiltration. This also means that when a check goes bad, that’s just a small part of the scene. “You failed to move down the hallway quietly. Okay, what do you do about it? You have moments to decide, less time than it takes to say this out loud.” And then you keep moving.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8575709, member: 6704184"] [B]The DMPC[/B]. Most of our campaigns have one, and they are beloved characters that are part of the team. We have never had a DMPC hog the spotlight, or be the “main character” or any of that stuff. [B]PC run organizations[/B], businesses, expanded crafting rules that allow for profit, “follower and stronghold” type stuff, etc, are controversial in the wider community. For our games, they’re just part of a normal campaign. We don’t tend to adventure [I]for[/I] coin, so much as to do something, which contributes to our happiness with these elements. D&D, Star Wars, even The One Ring (one PC started a knighthood, another became a famous craftsman and got wealthy from making exceptional weapons that combined elven and dwarven techniques with human and hobbit ingenuity), we are going to dig our fingers into the soil and plant some seeds. [B]D&D with “flashbacks” and other player facing “meta control” mechanics.[/B] We use a lot of stuff like this to make different types of adventures feel different, but the easiest examples are heists and infiltrations, where we have a group pool of story tokens that can be chased in to established how you planned for this, how this was actually the plan, or how you gave yourselves a tool[B] [/B]to get out of this sort of situation[B]. D&D with complex resolution. [/B] Another controversial one that we see as just how the game is built to work. What it means is that you don’t resolve a whole infiltration with a single stealth check. You use different skills, and make a check for each “moving part” of the infiltration. This also means that when a check goes bad, that’s just a small part of the scene. “You failed to move down the hallway quietly. Okay, what do you do about it? You have moments to decide, less time than it takes to say this out loud.” And then you keep moving. [/QUOTE]
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Name a technique or design choice that your group enjoys, but that is generally unpopular.
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