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Player entitlement and "My Precious Encounter"
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<blockquote data-quote="Rogue Agent" data-source="post: 5806576" data-attributes="member: 6673496"><p>That's just a variation on the Rule 0 Fallacy: "Since I can rewrite this module to eliminate your critiques, your critiques don't apply to this module."</p><p></p><p></p><p></p><p>In some cases, this can also require a substantial revision of the rules themselves.</p><p></p><p>D&D Gamma World is an extreme example of this: The system completely resets the party's resources after every encounter. There are no long-term mechanical consequences for engaging in combat whatsoever. This means that any encounter which isn't balanced on the razor's edge of "this could kill you" is irrelevant: If the encounter doesn't provide an immediate threat, there's no challenge whatsoever.</p><p></p><p>Because of the reset, you don't get the 15MAD. But the razor's edge remains equally problematic on other levels: There's no margin for error, no forgiveness, and no flexibility. The system requires My Precious Encounter design because anything else will either be a cake-walk or a TPK.</p><p></p><p>4th Edition isn't quite that bad, because it still retains some strategic components and, as a result, includes resources which allow recovery from encounters that go bad (or get a little too strong due to GM miscalculation) and which also make "weak" encounters relevant. </p><p></p><p>But the distance between 4th Edition and D&D Gamma World is not great, and the overwhelming tactical emphasis of the game similarly pushes the GM towards the My Precious Encounter school of design.</p></blockquote><p></p>
[QUOTE="Rogue Agent, post: 5806576, member: 6673496"] That's just a variation on the Rule 0 Fallacy: "Since I can rewrite this module to eliminate your critiques, your critiques don't apply to this module." In some cases, this can also require a substantial revision of the rules themselves. D&D Gamma World is an extreme example of this: The system completely resets the party's resources after every encounter. There are no long-term mechanical consequences for engaging in combat whatsoever. This means that any encounter which isn't balanced on the razor's edge of "this could kill you" is irrelevant: If the encounter doesn't provide an immediate threat, there's no challenge whatsoever. Because of the reset, you don't get the 15MAD. But the razor's edge remains equally problematic on other levels: There's no margin for error, no forgiveness, and no flexibility. The system requires My Precious Encounter design because anything else will either be a cake-walk or a TPK. 4th Edition isn't quite that bad, because it still retains some strategic components and, as a result, includes resources which allow recovery from encounters that go bad (or get a little too strong due to GM miscalculation) and which also make "weak" encounters relevant. But the distance between 4th Edition and D&D Gamma World is not great, and the overwhelming tactical emphasis of the game similarly pushes the GM towards the My Precious Encounter school of design. [/QUOTE]
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