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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="OB1" data-source="post: 7120052" data-attributes="member: 6796241"><p>My pleasure. I give a lot of credit to Metal Gear Solid 5's structure for inspiring me to this a couple of years ago. If you have a chance to play it, I highly recommend doing so.</p><p></p><p>The group I DM for just finished an Exploration Phase and will start their Mission this weekend. They've did a pretty good job in the Exploration section, so they will be able to avoid a couple of tough encounters, giving them a chance at a big treasure hoard to the side of the main objective if they are willing to take some risk of failing the primary goal. Watching them weigh the risk and reward of those moments is one of my favorite things about being a DM. </p><p></p><p>The other big advantage of this structure is it tends to allow for mission failure without TPK. A few missions back, they had a run of bad luck and ended up abandoning their primary goal. On this weekend's mission, the story stakes are much higher, and I could see them risking TPK to complete their mission, but either way the decision is theirs. It's not just a single battle that goes bad, it the culmination of several sessions of play all leading up to a decision to open that last door or run away and regroup.</p></blockquote><p></p>
[QUOTE="OB1, post: 7120052, member: 6796241"] My pleasure. I give a lot of credit to Metal Gear Solid 5's structure for inspiring me to this a couple of years ago. If you have a chance to play it, I highly recommend doing so. The group I DM for just finished an Exploration Phase and will start their Mission this weekend. They've did a pretty good job in the Exploration section, so they will be able to avoid a couple of tough encounters, giving them a chance at a big treasure hoard to the side of the main objective if they are willing to take some risk of failing the primary goal. Watching them weigh the risk and reward of those moments is one of my favorite things about being a DM. The other big advantage of this structure is it tends to allow for mission failure without TPK. A few missions back, they had a run of bad luck and ended up abandoning their primary goal. On this weekend's mission, the story stakes are much higher, and I could see them risking TPK to complete their mission, but either way the decision is theirs. It's not just a single battle that goes bad, it the culmination of several sessions of play all leading up to a decision to open that last door or run away and regroup. [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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