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[Playtest 2] "Encounter" Building
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<blockquote data-quote="Balesir" data-source="post: 5992866" data-attributes="member: 27160"><p>Point 1: here we are on a forum named "New Horizons: The Upcoming Edition of D&D" in a thread talking about the "Playtest 2" packet but now this is about the perceived shortcomings of the 4e DMG. M'kay.</p><p></p><p>Point 2: The first clue is in the name - "Dungeon Master's Guide". It's a Guide. For Dungeon Masters. Any expectation it sets up in players is misplaced.</p><p></p><p>Point 3: Either (1) the players' actions with their characters can change the circumstances in the game, possibly leading them to face challenges that were not (originally) intended for characters of their level to face unaided and in straight combat, or (2) the players have no agency in what their characters face. You might even ask them if they would prefer (2) to (1), if they want to have the game they (say they) "expect".</p><p></p><p>In short, it really only takes a small amount of thought to figure out that forming expectations based on a set of GM's guidelines for a game where player decisions have some real value and consequences is a really bad idea. Which brings us right back around to "communication" again.</p><p></p><p>Any more NIGYYSOB to bring on?</p></blockquote><p></p>
[QUOTE="Balesir, post: 5992866, member: 27160"] Point 1: here we are on a forum named "New Horizons: The Upcoming Edition of D&D" in a thread talking about the "Playtest 2" packet but now this is about the perceived shortcomings of the 4e DMG. M'kay. Point 2: The first clue is in the name - "Dungeon Master's Guide". It's a Guide. For Dungeon Masters. Any expectation it sets up in players is misplaced. Point 3: Either (1) the players' actions with their characters can change the circumstances in the game, possibly leading them to face challenges that were not (originally) intended for characters of their level to face unaided and in straight combat, or (2) the players have no agency in what their characters face. You might even ask them if they would prefer (2) to (1), if they want to have the game they (say they) "expect". In short, it really only takes a small amount of thought to figure out that forming expectations based on a set of GM's guidelines for a game where player decisions have some real value and consequences is a really bad idea. Which brings us right back around to "communication" again. Any more NIGYYSOB to bring on? [/QUOTE]
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[Playtest 2] "Encounter" Building
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