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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Faolyn" data-source="post: 9673668" data-attributes="member: 6915329"><p>So why is this such a sticking point for you? What is it about this concept that is just too difficult for you to understand?</p><p></p><p>Prepped game: I write down an encounter, or the clues that would lead to the encounter. If the players deliberately decide to not engage with the encounter or follow the clues, but instead go around, they bypass it.</p><p></p><p>Improvised game: I invent, on the spot and in response to player actions, either an encounter or the clues that would lead to the encounter. If the players deliberately decide to not engage with the encounter or follow the clues, but instead go around, they bypass it.</p><p></p><p>To me, that’s basically the same thing, with the only difference being in when I come up with the encounter idea.</p><p></p><p>Maybe when <em>you</em> GM, you’re able to shut off the parts your brain that thinks about what happens next. Maybe you’re able to happily put down tracks for the PCs to follow without giving a single thought as to what made them until the players actually follow them and get to the end. I can’t do that. I can’t stop those thoughts.</p><p></p><p>But if you can’t understand this, then I’m not sure there’s any point in you continuing to ask because you’ll never get it.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9673668, member: 6915329"] So why is this such a sticking point for you? What is it about this concept that is just too difficult for you to understand? Prepped game: I write down an encounter, or the clues that would lead to the encounter. If the players deliberately decide to not engage with the encounter or follow the clues, but instead go around, they bypass it. Improvised game: I invent, on the spot and in response to player actions, either an encounter or the clues that would lead to the encounter. If the players deliberately decide to not engage with the encounter or follow the clues, but instead go around, they bypass it. To me, that’s basically the same thing, with the only difference being in when I come up with the encounter idea. Maybe when [I]you[/I] GM, you’re able to shut off the parts your brain that thinks about what happens next. Maybe you’re able to happily put down tracks for the PCs to follow without giving a single thought as to what made them until the players actually follow them and get to the end. I can’t do that. I can’t stop those thoughts. But if you can’t understand this, then I’m not sure there’s any point in you continuing to ask because you’ll never get it. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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