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<blockquote data-quote="pemerton" data-source="post: 5315361" data-attributes="member: 42582"><p>Majoru, you keep making these excellent posts! What you describe fits my 4e game exactly.</p><p></p><p>I'm sure it's not intended, but this post seems to me to suggest that for those who aren't interested in playing out mechanically unsatisfying encounters are not that interested in the story of their games.. You seem to be suggesting that anyone who is not hack-and-slash will not have their satisfaction in the game dependent upon facing mechanically appropriate encounters. I disagree with you very strongly on this point.</p><p></p><p>If you look at Majoru Oakheart's post, there is a good description of the story of the game. And I know that in my game the players are very invested in the story. Neither is a hack-and-slash game. And I'm sure we are not the only 4e players who fit this description, but who think that encounter design guidelines serve an important function.</p><p></p><p>As I understand it, part of Majoru's point (with which I agree) is that the fight mechanism is, in fact, <em>not</em> a fun way of handling the resolution of an encounter - however critical that encounter is to the story - if the encounter is not designed keeping in mind the strengths of the system and the advice in the DMG. In which case, do it a different way - whether by free narration, or a skill challenge, or whatever.</p><p></p><p>As I read it, the rest of Majoru's point (with which I also agree) is that, in a game in which the players <em>want</em> to use the fight mechanism to resolve the encounters that drive the story, it is incumbent upon the GM to design those encounters in such a way that they will be fun to play out.</p><p></p><p>Now, for players who are mostly interested in exploring a gameworld which the mechanics consistently model, and who see encounter resolution not as an end in itself but as one of the ways of exploring the gameworld and the mechanical model, encounter design may not be such a high priority. But this category of simulationist players is only a subset of the non-hack-and-slash player group.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5315361, member: 42582"] Majoru, you keep making these excellent posts! What you describe fits my 4e game exactly. I'm sure it's not intended, but this post seems to me to suggest that for those who aren't interested in playing out mechanically unsatisfying encounters are not that interested in the story of their games.. You seem to be suggesting that anyone who is not hack-and-slash will not have their satisfaction in the game dependent upon facing mechanically appropriate encounters. I disagree with you very strongly on this point. If you look at Majoru Oakheart's post, there is a good description of the story of the game. And I know that in my game the players are very invested in the story. Neither is a hack-and-slash game. And I'm sure we are not the only 4e players who fit this description, but who think that encounter design guidelines serve an important function. As I understand it, part of Majoru's point (with which I agree) is that the fight mechanism is, in fact, [I]not[/I] a fun way of handling the resolution of an encounter - however critical that encounter is to the story - if the encounter is not designed keeping in mind the strengths of the system and the advice in the DMG. In which case, do it a different way - whether by free narration, or a skill challenge, or whatever. As I read it, the rest of Majoru's point (with which I also agree) is that, in a game in which the players [I]want[/I] to use the fight mechanism to resolve the encounters that drive the story, it is incumbent upon the GM to design those encounters in such a way that they will be fun to play out. Now, for players who are mostly interested in exploring a gameworld which the mechanics consistently model, and who see encounter resolution not as an end in itself but as one of the ways of exploring the gameworld and the mechanical model, encounter design may not be such a high priority. But this category of simulationist players is only a subset of the non-hack-and-slash player group. [/QUOTE]
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