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<blockquote data-quote="Tony Vargas" data-source="post: 7632670" data-attributes="member: 996"><p>Stick a finger in it, like the Little Dutch Boy, and save your campaign from the suck.</p><p></p><p>I'm with you there. I have the stereotypical D-ring binder stuffed with variants sitting a in a storage box to prove it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Linear XP is not a variant I recall encountering, it would seem problematic in exactly that way, though.</p><p></p><p>Rules /can/ encourage a certain attitude, though, usually indirectly. For instance, the 5e "play-loop," which casually gives the DM license to narrate success/failure at whim rather than call for checks (under the rubric of uncertainty, a DM can also feel uncertain all the time and constantly call for checks - Empowerment, y'know), can encourage a comparatively old-school style of play in which the players carefully describe their intended actions (possibly going so far as to ask exacting/leading questions to set them up), to maximize the chance that the DM will make a call in their favor. The classic game didn't have the play loop, not formally, it just lacked rules that players could count on (or even have knowledge of) to give them a knowable chance of success by simply invoking a mechanic (which the DM might take behind the screen, anyway) - but it led to that style enough that 5e design also sought to encourage it.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7632670, member: 996"] Stick a finger in it, like the Little Dutch Boy, and save your campaign from the suck. I'm with you there. I have the stereotypical D-ring binder stuffed with variants sitting a in a storage box to prove it. ;) Linear XP is not a variant I recall encountering, it would seem problematic in exactly that way, though. Rules /can/ encourage a certain attitude, though, usually indirectly. For instance, the 5e "play-loop," which casually gives the DM license to narrate success/failure at whim rather than call for checks (under the rubric of uncertainty, a DM can also feel uncertain all the time and constantly call for checks - Empowerment, y'know), can encourage a comparatively old-school style of play in which the players carefully describe their intended actions (possibly going so far as to ask exacting/leading questions to set them up), to maximize the chance that the DM will make a call in their favor. The classic game didn't have the play loop, not formally, it just lacked rules that players could count on (or even have knowledge of) to give them a knowable chance of success by simply invoking a mechanic (which the DM might take behind the screen, anyway) - but it led to that style enough that 5e design also sought to encourage it. [/QUOTE]
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