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So, I've decided that I hate roleplaying
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<blockquote data-quote="Wolf1066" data-source="post: 5223086" data-attributes="member: 88680"><p>So you prefer a "train trip" sort of game where the GM has everything mapped out in advance?</p><p></p><p>A number of other people here utterly detest that style of play, personally I don't mind it - or sandboxes, for that matter. I do like to have some means of shaping the tale - like having a number of ways available to achieve the desired result rather than "Sorry, the campaign specifically calls for you to find Mr X and <strong>buy </strong>the potion from him, you can't just smack him over the head and take it" - but I don't mind if the GM has come up with an interesting train trip through engaging "scenery" and we can make up our own minds about how we tackle each of the set scenes along the way.</p><p></p><p>i also like sandboxes where you can decide, "stuff it, let's go here and see what's happening".</p><p></p><p>Each style of game has its merits and downsides.</p><p></p><p>Most of our last AD&D game was a train trip - fairly much linear dungeons that you go through taking each passage, room and group of monsters in turn until you've cleaned the place out. Then you meet another stranger in a tavern who tells you where the next adventure's going to be. Quite enjoyed it, wandered from adventure to adventure, cleaned out a number of tunnels, dungeons, catacombs and cave systems, became a filthy rich 14th level character. Along the way, we surprised the DM a number of times with our inventive ways of dealing with the encounters she threw at us.</p><p></p><p>Also enjoyed wandering around the Traveller universe choosing where we went based on how much we could sell our cargo for and what we could buy cheaply there that would fetch us a good profit elsewhere - and then getting into scrapes because miner bars with signs saying "No Spacers" are just too much of an outright challenge to ignore...</p></blockquote><p></p>
[QUOTE="Wolf1066, post: 5223086, member: 88680"] So you prefer a "train trip" sort of game where the GM has everything mapped out in advance? A number of other people here utterly detest that style of play, personally I don't mind it - or sandboxes, for that matter. I do like to have some means of shaping the tale - like having a number of ways available to achieve the desired result rather than "Sorry, the campaign specifically calls for you to find Mr X and [B]buy [/B]the potion from him, you can't just smack him over the head and take it" - but I don't mind if the GM has come up with an interesting train trip through engaging "scenery" and we can make up our own minds about how we tackle each of the set scenes along the way. i also like sandboxes where you can decide, "stuff it, let's go here and see what's happening". Each style of game has its merits and downsides. Most of our last AD&D game was a train trip - fairly much linear dungeons that you go through taking each passage, room and group of monsters in turn until you've cleaned the place out. Then you meet another stranger in a tavern who tells you where the next adventure's going to be. Quite enjoyed it, wandered from adventure to adventure, cleaned out a number of tunnels, dungeons, catacombs and cave systems, became a filthy rich 14th level character. Along the way, we surprised the DM a number of times with our inventive ways of dealing with the encounters she threw at us. Also enjoyed wandering around the Traveller universe choosing where we went based on how much we could sell our cargo for and what we could buy cheaply there that would fetch us a good profit elsewhere - and then getting into scrapes because miner bars with signs saying "No Spacers" are just too much of an outright challenge to ignore... [/QUOTE]
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So, I've decided that I hate roleplaying
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