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Session Report - Against the (Frost) Giants
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<blockquote data-quote="pemerton" data-source="post: 6357166" data-attributes="member: 42582"><p>Thanks.</p><p></p><p>One thing I've noticed over the course of my 4e campaign is that relaxing the concerns I once would have had about overpowered items like that has really helped the game, in terms of helping to set up and then contribute to the resolution of dramatic encounters.</p><p></p><p>I think some of this is due to the system, with its tight design parameters and its own version of "bounded accuracy". I think some is also to changes in the way both I and my players approach the game - I feel we're all a lot more laid back than we probably once were, with less searching for every little last exploit and more interest in working within the rules to see what is possible: still pushing hard, but pushing in the same direction as the system rather than looking for ways to break out of it.</p><p></p><p>I think it's also about a slightly more realistic sense of what the game is about, and what makes it fun. For instance, the GM will always be trying to put the PCs into danger/difficulty, so I think there's a sense on the players' side that, from their side, play is more about contributing both to the content of that danger/difficulty (by being clear about what they want out of the game for themselves and their PCs), and then dealing with the danger/difficulty when it presents itself, rather than turtling up to keep their PCs safe from all harm. (In a turtling game, the Tower wouldn't play very well at all, as it is the ultimate turtle's item.)</p><p></p><p>I have a similar sort of feeling about the DungeonWorld PbP I'm currently playing in with [MENTION=6696971]Manbearcat[/MENTION] and [MENTION=16586]Campbell[/MENTION], and I'm hoping to be able to carry the same approach into future campaigns, whatever system I end up using.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6357166, member: 42582"] Thanks. One thing I've noticed over the course of my 4e campaign is that relaxing the concerns I once would have had about overpowered items like that has really helped the game, in terms of helping to set up and then contribute to the resolution of dramatic encounters. I think some of this is due to the system, with its tight design parameters and its own version of "bounded accuracy". I think some is also to changes in the way both I and my players approach the game - I feel we're all a lot more laid back than we probably once were, with less searching for every little last exploit and more interest in working within the rules to see what is possible: still pushing hard, but pushing in the same direction as the system rather than looking for ways to break out of it. I think it's also about a slightly more realistic sense of what the game is about, and what makes it fun. For instance, the GM will always be trying to put the PCs into danger/difficulty, so I think there's a sense on the players' side that, from their side, play is more about contributing both to the content of that danger/difficulty (by being clear about what they want out of the game for themselves and their PCs), and then dealing with the danger/difficulty when it presents itself, rather than turtling up to keep their PCs safe from all harm. (In a turtling game, the Tower wouldn't play very well at all, as it is the ultimate turtle's item.) I have a similar sort of feeling about the DungeonWorld PbP I'm currently playing in with [MENTION=6696971]Manbearcat[/MENTION] and [MENTION=16586]Campbell[/MENTION], and I'm hoping to be able to carry the same approach into future campaigns, whatever system I end up using. [/QUOTE]
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Session Report - Against the (Frost) Giants
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