QFT. Also why I'm liking a lot of recent games that encourage this sort of thing.howandwhy99 said:IMO, the better the players become at creating their own fun, instead of relying on the DM to deliver it for them, the more enjoyable the game becomes for all.
buzz said:QFT. Also why I'm liking a lot of recent games that encourage this sort of thing.
rycanada said:I love those indie games too, but D&D can do this too... once you stop thinking in a "how does this fantasy world / genre operate" way, and spend a few ... well, weeks, in my case, figuring out how the game works in a "how do these people at the table have fun?" way.
Reynard said:I don't think those things are mutually exclusive. In fact, I think those things are recursive and symbiotic -- improving one is quite likely to improve the other.
Sure. I was more expressing appreciation for games that explicitly encourage player input, i.e, "creating their own fun."rycanada said:I love those indie games too, but D&D can do this too...
I agree 100%.Hobo said:I find that in D&D that I can only do so much "off the cuff" stuff, especially as levels go up. If you don't have some idea of your antagonists' capabilities and whatnot, you can find that combats are very difficult to run well.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.