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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="AnotherGuy" data-source="post: 8958598" data-attributes="member: 7029930"><p>I'm not [USER=6684958]@bloodtide[/USER], but I wanted to answer this second part of your post as this "dilemma" within my own games interests me.</p><p>So as you know D&D is an attrition based game which means it would be quite a task to make each and every encounter meaningful.</p><p></p><p>Without the so-called meaningless encounters how does one stop a party from going nova every encounter? Is every meaningful encounter then built at the super deadly level? How does a game with Random Encounters fit into this?</p><p></p><p>I suspect this may link with [USER=16760]@The Shadow[/USER]'s comment earlier about having sporadic fun in an OSR game he recently played. It is a common issue within my mind when I design my D&D sessions. Is this encounter necessary? How deadly do I need it to deal with the necessary attrition? Will the players have fun or will it be considered a slog? If slog, how can I make it interesting (move the story, exciting combat challenges, dialogue...etc).</p><p></p><p>This is something I constantly battle with since obviously gaming time is valuable and you don't want to expend it on meaningless encounters but you also don't want to cake-walk through combat on the so-called meaningful encounters due to the nova issue.</p><p></p><p>EDIT: I should add my table's characters are at the cusp of level 14, so the higher level aggravates my issue I think. Hence why it's on my mind more and more.</p><p></p><p>EDIT: I suppose my post ties in to the Is Resource Management "Fun?" thread which is currently active.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 8958598, member: 7029930"] I'm not [USER=6684958]@bloodtide[/USER], but I wanted to answer this second part of your post as this "dilemma" within my own games interests me. So as you know D&D is an attrition based game which means it would be quite a task to make each and every encounter meaningful. Without the so-called meaningless encounters how does one stop a party from going nova every encounter? Is every meaningful encounter then built at the super deadly level? How does a game with Random Encounters fit into this? I suspect this may link with [USER=16760]@The Shadow[/USER]'s comment earlier about having sporadic fun in an OSR game he recently played. It is a common issue within my mind when I design my D&D sessions. Is this encounter necessary? How deadly do I need it to deal with the necessary attrition? Will the players have fun or will it be considered a slog? If slog, how can I make it interesting (move the story, exciting combat challenges, dialogue...etc). This is something I constantly battle with since obviously gaming time is valuable and you don't want to expend it on meaningless encounters but you also don't want to cake-walk through combat on the so-called meaningful encounters due to the nova issue. EDIT: I should add my table's characters are at the cusp of level 14, so the higher level aggravates my issue I think. Hence why it's on my mind more and more. EDIT: I suppose my post ties in to the Is Resource Management "Fun?" thread which is currently active. [/QUOTE]
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