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New L&L When Adventurers Aren’t Adventuring
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<blockquote data-quote="howandwhy99" data-source="post: 6143902" data-attributes="member: 3192"><p>Major kudos for accounting for time, materials on hand, location/territory, and character ability. I'm glad some resource management, consequences of action, and strategic-level predictions are coming back to the game.</p><p></p><p>I'd say watch out for accidentally including (at least as default) multi-classing into NPC classes via skills. There are no combat, magic, or cleric systems for them to master, but adding in even an economic system can tempt designers into losing the focus of the game. Not every fighter is also a level 10 crafter or level 20 merchant. If for no other reason it breaks verisimilitude to be the greatest living wizard and the greatest living dozen other professions due to how skills work. </p><p></p><p>The real difficulty is allowing all of these actions, just as in the literal dungeon, to be dreamt up by the players. Let them work their own needs out by self directing without the predefined "action economy". In other words, maybe we could think about design where effects are unknown to the players again? One of the major game design paradigms for D&D is nested systems for exploration. Allowing players to simply say what they want without prior reading of what is predetermined means all these systems can be in play simultaneously. I think it's much more freeing than what you've got at the moment.</p><p></p><p>Lastly, I agreed with some of the article comments about the name. These rules are referring to long term strategy in the game. Not a lack of adventuring. Players may forget what they do still affects their other adventures, but the game shouldn't. One of the defining aspects of D&D compared to most videogames is D&D players control the clock. They may not be able to define the time requirements of any action, but they can speed up, slow down, and generally change course at any time. That fluidity allows players to remove anything they find as tedious* and yet still choose what they wish to slow done and focus on. Doing this without giving them preconceptions about what is allowed or available would be one of my biggest preferences.</p><p></p><p>EDIT: </p><p>* Here I mean that they can learn how to overcome the world's challenges and then determine S.O.P.s to largely bypass any redundancies in similar challenges in the future. These could even be created for whole combats.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6143902, member: 3192"] Major kudos for accounting for time, materials on hand, location/territory, and character ability. I'm glad some resource management, consequences of action, and strategic-level predictions are coming back to the game. I'd say watch out for accidentally including (at least as default) multi-classing into NPC classes via skills. There are no combat, magic, or cleric systems for them to master, but adding in even an economic system can tempt designers into losing the focus of the game. Not every fighter is also a level 10 crafter or level 20 merchant. If for no other reason it breaks verisimilitude to be the greatest living wizard and the greatest living dozen other professions due to how skills work. The real difficulty is allowing all of these actions, just as in the literal dungeon, to be dreamt up by the players. Let them work their own needs out by self directing without the predefined "action economy". In other words, maybe we could think about design where effects are unknown to the players again? One of the major game design paradigms for D&D is nested systems for exploration. Allowing players to simply say what they want without prior reading of what is predetermined means all these systems can be in play simultaneously. I think it's much more freeing than what you've got at the moment. Lastly, I agreed with some of the article comments about the name. These rules are referring to long term strategy in the game. Not a lack of adventuring. Players may forget what they do still affects their other adventures, but the game shouldn't. One of the defining aspects of D&D compared to most videogames is D&D players control the clock. They may not be able to define the time requirements of any action, but they can speed up, slow down, and generally change course at any time. That fluidity allows players to remove anything they find as tedious* and yet still choose what they wish to slow done and focus on. Doing this without giving them preconceptions about what is allowed or available would be one of my biggest preferences. EDIT: * Here I mean that they can learn how to overcome the world's challenges and then determine S.O.P.s to largely bypass any redundancies in similar challenges in the future. These could even be created for whole combats. [/QUOTE]
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