GameOgre
Adventurer
I see a lot of arguments on the boards as really just a difference in play styles. From tracking experience to magic item shops and on into what to do if your character dies.
Play style has a huge impact on what each of those things means to the game. I think it's important to say right off the bat that whatever play style your group uses is good. None of them are any better than another.
For a story telling game the story is the thing. Characters are also important but are really secondary to the story. If your 9th level warrior knight dies while questing for the Holy Grail then just create another character to further the story and move on. Adventure Paths promote this style of play the most(in my book). From 1st to 20th level your game is telling a overarching story and while characters are important in that telling of the story, they are not more important than the story. Tracking experience? If you want to go ahead but mostly the DM could just tell you when to level up based on story needs. Your character dies? Well the next story section requires 12th level characters so just create a level 12 character that fits the story and jump right in! Point buy character creation please! The story is balanced around four characters on this amount of point buy. My story telling games are a lot of fun and often end in some of the most Epic encounters I have ever had. My players normally have one character and while some character background growth does accrue it is mostly very secondary in nature.
For a Game style group, the game is the thing. Now you might be telling a story or hundreds of them, but the characters and the game itself comes first. There isn't a overarching story that drives all gameplay. Sure your group might be trying to stop Vecna from achieving godhood but that isn't going to link all the stories and if you all die at 12th level guess what? Vecna is a god. Your next character starts at first level and the world changes to fit past play experiences. In this style of play experience tracking is important because the DM might not have a clue when you are going to level up. After all your entire group fled from the Underdark instead of trying to fight Loths Avatar and then there was that entire Ghost Tower mess you got involved in. In my game style games players tend to have 3-5 characters but only play one at a time. We normally have our "Main character" game that we play weekly and then every three sessions or so we alternate to one of the other level ranges. this provides me with a nice break from main game while at the same time hopefully leveling up one of the players secondary characters. This is important because a player having his main character die (and be unrecoverable or whatever) means they will be falling back to one of there secondary characters. Single adventure modules(homemade or store bought) are the backbone of our play with this play style.
Almost every aspect of the game hangs on one of these two play styles.
Magic item shops? For story driven games it just makes sense to have them(as long as the story supports them) so your new character replacement is quickly brought up to par. Heck I even like them for our game style ones as well as a more complex mini-game within the game. Though in that arena it is a much more volatile and unpredictable affair.
Level based encounters? In a story driven game this is very important as real defeat is often very counter productive to the story. Encounters need to be evaluated and measured so that those hard story driven fights are hard but manageable and so the easy story encounters are easy. In the game style however level based encounters are not as important. Some attention needs to be paid to level ranges by the DM but mostly in a give the characters a clue type way. If the 3rd level party hears about the dragon that just burned a major city to the ground and wants to get frogy and hunt him down(or not hide in the woods as he flies overhead) then it's game on! Granted not a smart bet to make on their part but I have seen some crazy lucky adventurers that should have stood no chance against much higher foes just strait up annihilate them. More often it doesn't fall that way but...it happens!
I really think this play style difference (and many others I'm sure) is behind a lot of the debates on this board. After all when viewed through the play style lens almost every aspect of the game changes to be better or worse depending on play style. At the same time though I often see people posting as if their personal play style was the default.
I really don't think there is a default.
What do you guys think? What kind of style(or styles) do you use at your table?
Play style has a huge impact on what each of those things means to the game. I think it's important to say right off the bat that whatever play style your group uses is good. None of them are any better than another.
For a story telling game the story is the thing. Characters are also important but are really secondary to the story. If your 9th level warrior knight dies while questing for the Holy Grail then just create another character to further the story and move on. Adventure Paths promote this style of play the most(in my book). From 1st to 20th level your game is telling a overarching story and while characters are important in that telling of the story, they are not more important than the story. Tracking experience? If you want to go ahead but mostly the DM could just tell you when to level up based on story needs. Your character dies? Well the next story section requires 12th level characters so just create a level 12 character that fits the story and jump right in! Point buy character creation please! The story is balanced around four characters on this amount of point buy. My story telling games are a lot of fun and often end in some of the most Epic encounters I have ever had. My players normally have one character and while some character background growth does accrue it is mostly very secondary in nature.
For a Game style group, the game is the thing. Now you might be telling a story or hundreds of them, but the characters and the game itself comes first. There isn't a overarching story that drives all gameplay. Sure your group might be trying to stop Vecna from achieving godhood but that isn't going to link all the stories and if you all die at 12th level guess what? Vecna is a god. Your next character starts at first level and the world changes to fit past play experiences. In this style of play experience tracking is important because the DM might not have a clue when you are going to level up. After all your entire group fled from the Underdark instead of trying to fight Loths Avatar and then there was that entire Ghost Tower mess you got involved in. In my game style games players tend to have 3-5 characters but only play one at a time. We normally have our "Main character" game that we play weekly and then every three sessions or so we alternate to one of the other level ranges. this provides me with a nice break from main game while at the same time hopefully leveling up one of the players secondary characters. This is important because a player having his main character die (and be unrecoverable or whatever) means they will be falling back to one of there secondary characters. Single adventure modules(homemade or store bought) are the backbone of our play with this play style.
Almost every aspect of the game hangs on one of these two play styles.
Magic item shops? For story driven games it just makes sense to have them(as long as the story supports them) so your new character replacement is quickly brought up to par. Heck I even like them for our game style ones as well as a more complex mini-game within the game. Though in that arena it is a much more volatile and unpredictable affair.
Level based encounters? In a story driven game this is very important as real defeat is often very counter productive to the story. Encounters need to be evaluated and measured so that those hard story driven fights are hard but manageable and so the easy story encounters are easy. In the game style however level based encounters are not as important. Some attention needs to be paid to level ranges by the DM but mostly in a give the characters a clue type way. If the 3rd level party hears about the dragon that just burned a major city to the ground and wants to get frogy and hunt him down(or not hide in the woods as he flies overhead) then it's game on! Granted not a smart bet to make on their part but I have seen some crazy lucky adventurers that should have stood no chance against much higher foes just strait up annihilate them. More often it doesn't fall that way but...it happens!
I really think this play style difference (and many others I'm sure) is behind a lot of the debates on this board. After all when viewed through the play style lens almost every aspect of the game changes to be better or worse depending on play style. At the same time though I often see people posting as if their personal play style was the default.
I really don't think there is a default.
What do you guys think? What kind of style(or styles) do you use at your table?