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General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="FrogReaver" data-source="post: 7907363" data-attributes="member: 6795602"><p>I mean you don't need anything but the most dull and bland food for sustenance either. This isn't about need, it's about giving my players the best tasting food imaginable - or in less metaphorical terms, the most enjoyable adventure possible.</p><p></p><p>You seem to be of the notion that the most enjoyable adventure can only be achieved by having the players always "ultimately succeed" at everything (or at least you seem to be under the impression that is what everyone who wants to give their players the best experience possible believes).</p><p></p><p>So let me put a stop to this right now, some of my most enjoyable gaming moments have been when I lost a character. Some of the most interesting adventures I've ever had started with losing nearly everything and failing at all objectives but barely escaping.</p><p></p><p>So there you have some examples where in game failure was enjoyable or led to greater enjoyment.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7907363, member: 6795602"] I mean you don't need anything but the most dull and bland food for sustenance either. This isn't about need, it's about giving my players the best tasting food imaginable - or in less metaphorical terms, the most enjoyable adventure possible. You seem to be of the notion that the most enjoyable adventure can only be achieved by having the players always "ultimately succeed" at everything (or at least you seem to be under the impression that is what everyone who wants to give their players the best experience possible believes). So let me put a stop to this right now, some of my most enjoyable gaming moments have been when I lost a character. Some of the most interesting adventures I've ever had started with losing nearly everything and failing at all objectives but barely escaping. So there you have some examples where in game failure was enjoyable or led to greater enjoyment. [/QUOTE]
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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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