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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="hawkeyefan" data-source="post: 8022962" data-attributes="member: 6785785"><p>Can’t involving the players be a year long process too?</p><p></p><p>I know I said a detailed setting is a good tool, but I feel like this may be overkill. Hard to say without knowing why it takes so long. But I think no matter what is going into this year long prep, player involvement doesn't need to be limited to just the endpoints. </p><p></p><p></p><p></p><p>Yeah, that’s cool. I know our preferences don’t exactly align here. I like when the game is specifically about the player characters.</p><p></p><p></p><p></p><p>Sure. I decided to run Tomb of Annihilation as part of the campaign. I did this because Chult was already a prominent location for things that happened in the game, and I also wanted to use Acererak in some way, and the Death Curse seemed like an interesting threat to use since some PCs had been raised. </p><p></p><p>All the story stuff worked fine. The issue was the more classic dungeon crawl type approach to the game once we got into the tomb itself. I found myself being far more beholden to what was written than I should have been, and the procedural aspect wasn’t as appealing to my players as I had hoped. </p><p></p><p>I finally realized what was going on and changed things up and things improved. But we had a few sessions with some dissatisfying parts. </p><p></p><p>This is why I’m saying prep can lead to the GM forcing things. I mean....that’s exactly what happens in a dungeon, right? It’s all predetermined. This is how you get past this door, this is how you find that trap, and so on.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8022962, member: 6785785"] Can’t involving the players be a year long process too? I know I said a detailed setting is a good tool, but I feel like this may be overkill. Hard to say without knowing why it takes so long. But I think no matter what is going into this year long prep, player involvement doesn't need to be limited to just the endpoints. Yeah, that’s cool. I know our preferences don’t exactly align here. I like when the game is specifically about the player characters. Sure. I decided to run Tomb of Annihilation as part of the campaign. I did this because Chult was already a prominent location for things that happened in the game, and I also wanted to use Acererak in some way, and the Death Curse seemed like an interesting threat to use since some PCs had been raised. All the story stuff worked fine. The issue was the more classic dungeon crawl type approach to the game once we got into the tomb itself. I found myself being far more beholden to what was written than I should have been, and the procedural aspect wasn’t as appealing to my players as I had hoped. I finally realized what was going on and changed things up and things improved. But we had a few sessions with some dissatisfying parts. This is why I’m saying prep can lead to the GM forcing things. I mean....that’s exactly what happens in a dungeon, right? It’s all predetermined. This is how you get past this door, this is how you find that trap, and so on. [/QUOTE]
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