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General Tabletop Discussion
*TTRPGs General
Something that Needs More Consideration - Pacing
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<blockquote data-quote="ExploderWizard" data-source="post: 5260240" data-attributes="member: 66434"><p>If something is not worth playing out then the table full of players shouldn't be engaged with it. Who decides what is interesting enough to explore through play if not the people at the table? </p><p> </p><p> </p><p> </p><p>So you are saying that exploration based play isn't really enjoyable and that the only reason someone would bother with it is because they were used to it? I have been enjoying the exploration of the game environment for 30 years just because I don't know any better?</p><p> </p><p> </p><p> </p><p>Im glad those rules and methods are helping to provide you with the style of game you enjoy. In my opinion these techniques bring to much artificial gamism into the fictional gamespace. The things you seem to enjoy cutting out of your games are the important details that make the the game world feel like another place as opposed to just a stage for particular scenes.</p><p> </p><p> </p><p> </p><p>Huh? Who is on watch and when is strictly a player decision. If and when an encounter occurs is largely a DM thing ( which can be impacted by previous player activity). </p><p> </p><p>This also removes an element of PC to PC roleplay. We have fun deciding in character who gets stuck with the middle watch shift. </p><p> </p><p></p><p> </p><p>Not everyone finds the same play elements to be of equal interest. Much like rules themselves, players will gloss over elements that they don't think will add anything to the game.</p><p> </p><p> </p><p> </p><p>Nothing wrong with this. Let the people that want to do that go for it. The same goes for mapping or keeping a journal of the group's activities.</p><p> </p><p> </p><p> </p><p>Why stop there? Who needs to carry weapons? Just have whatever anyone needs to make an attack appear as needed and vanish afterwards.</p><p> </p><p>A lot of basic needs can drive adventure hooks but only if they are important in the campaign. Who needs to follow a clue that may lead to an oasis if the party can wander in the desert forever and never need water? </p><p> </p><p>Running low on ammunition while still being harried by enemies inspires desperate plans to aquire some or find creative ways to deal with foes.</p><p> </p><p>If the PC's are all Rambo with endless M-60 belts the world feels cheap and fake.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5260240, member: 66434"] If something is not worth playing out then the table full of players shouldn't be engaged with it. Who decides what is interesting enough to explore through play if not the people at the table? So you are saying that exploration based play isn't really enjoyable and that the only reason someone would bother with it is because they were used to it? I have been enjoying the exploration of the game environment for 30 years just because I don't know any better? Im glad those rules and methods are helping to provide you with the style of game you enjoy. In my opinion these techniques bring to much artificial gamism into the fictional gamespace. The things you seem to enjoy cutting out of your games are the important details that make the the game world feel like another place as opposed to just a stage for particular scenes. Huh? Who is on watch and when is strictly a player decision. If and when an encounter occurs is largely a DM thing ( which can be impacted by previous player activity). This also removes an element of PC to PC roleplay. We have fun deciding in character who gets stuck with the middle watch shift. Not everyone finds the same play elements to be of equal interest. Much like rules themselves, players will gloss over elements that they don't think will add anything to the game. Nothing wrong with this. Let the people that want to do that go for it. The same goes for mapping or keeping a journal of the group's activities. Why stop there? Who needs to carry weapons? Just have whatever anyone needs to make an attack appear as needed and vanish afterwards. A lot of basic needs can drive adventure hooks but only if they are important in the campaign. Who needs to follow a clue that may lead to an oasis if the party can wander in the desert forever and never need water? Running low on ammunition while still being harried by enemies inspires desperate plans to aquire some or find creative ways to deal with foes. If the PC's are all Rambo with endless M-60 belts the world feels cheap and fake. [/QUOTE]
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