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Rules, too much or too little? YOU DECIDE!
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<blockquote data-quote="Umbran" data-source="post: 7569594" data-attributes="member: 177"><p>Yeah, except generally speaking, you don't have "guards" be the same level of effort at "Dirk the Dastard" - the guards are likely mooks, and Dirk, being named, is probably a significant challenge. I submit that if the PCs are as likely to beat the guards as they are to beat Dirk, going through the extra effort for Dirk would be a bit anticlimactic, and that probably doesn't fit the narrative needs (unless you are using themes of villains who are kinda pathetic, when all is said and done).</p><p></p><p>The extra detail is interesting when the different detailed choices matter to the result. It is busywork when they don't matter.</p><p></p><p>Don't believe me? For your next gaming session, set up a complicated decision process - make it take a half hour - for choosing dinner for the group. But, all end possibilities for the process are "pepperoni pizza". Make them go through the exercise, and then tell them that no matter what they did, the end result was the same. Ask if they feel the process was valuable, given the inevitable result. </p><p></p><p>Yes, you may get some people who like the process, but I'll still expect they'd say, "We could have just gotten the pizza, and then done the process in a way that it actually mattered, and I'd like that more."</p></blockquote><p></p>
[QUOTE="Umbran, post: 7569594, member: 177"] Yeah, except generally speaking, you don't have "guards" be the same level of effort at "Dirk the Dastard" - the guards are likely mooks, and Dirk, being named, is probably a significant challenge. I submit that if the PCs are as likely to beat the guards as they are to beat Dirk, going through the extra effort for Dirk would be a bit anticlimactic, and that probably doesn't fit the narrative needs (unless you are using themes of villains who are kinda pathetic, when all is said and done). The extra detail is interesting when the different detailed choices matter to the result. It is busywork when they don't matter. Don't believe me? For your next gaming session, set up a complicated decision process - make it take a half hour - for choosing dinner for the group. But, all end possibilities for the process are "pepperoni pizza". Make them go through the exercise, and then tell them that no matter what they did, the end result was the same. Ask if they feel the process was valuable, given the inevitable result. Yes, you may get some people who like the process, but I'll still expect they'd say, "We could have just gotten the pizza, and then done the process in a way that it actually mattered, and I'd like that more." [/QUOTE]
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