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Simulation vs Game - Where should D&D 5e aim?
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<blockquote data-quote="LostSoul" data-source="post: 6301760" data-attributes="member: 386"><p>This post sums up my feelings well. (Well, I like the encounter difficulty guidelines, but I use them in a "status quo" way.)</p><p></p><p>I play story games as well as D&D and they differ in that the story I get from retelling what happened during a D&D game is more of a "I can't believe everything worked out like that" instead of... however you'd define story games: there's a cathartic release from both types of games but it's different with story games. Story games challenge me more emotionally than tactically or strategically. (I think that's the point of story games for me; in both types of games, crafting a story as some kind of final product is a by-product of playing the game.)</p><p></p><p>One departure I've made from this traditional format is to provide mechanics for what happens in the setting as time passes: specifically with NPC organizations, or "monster lairs" as I call them. The intent is to make time a resource. If you don't manage it well, even if you gain levels and magic items, squandering your time can make the game more difficult. (Not necessarily more difficult; it depends on the goal you've chosen for your PC, but in any case the setting will change.) How to get the right balance here is a difficult task, probably best suited for something like a computer game to figure out - so I don't have to run through dozens of year-long campaigns to test it.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6301760, member: 386"] This post sums up my feelings well. (Well, I like the encounter difficulty guidelines, but I use them in a "status quo" way.) I play story games as well as D&D and they differ in that the story I get from retelling what happened during a D&D game is more of a "I can't believe everything worked out like that" instead of... however you'd define story games: there's a cathartic release from both types of games but it's different with story games. Story games challenge me more emotionally than tactically or strategically. (I think that's the point of story games for me; in both types of games, crafting a story as some kind of final product is a by-product of playing the game.) One departure I've made from this traditional format is to provide mechanics for what happens in the setting as time passes: specifically with NPC organizations, or "monster lairs" as I call them. The intent is to make time a resource. If you don't manage it well, even if you gain levels and magic items, squandering your time can make the game more difficult. (Not necessarily more difficult; it depends on the goal you've chosen for your PC, but in any case the setting will change.) How to get the right balance here is a difficult task, probably best suited for something like a computer game to figure out - so I don't have to run through dozens of year-long campaigns to test it. [/QUOTE]
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