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<blockquote data-quote="payn" data-source="post: 8198580" data-attributes="member: 90374"><p>I prefer this, but its not always black and white. My preferences for fantasy RPGs are D&D 3E and Pathfinder classic. I love how criticals can really shake up the game play. Combats are exciting and dangerous. I've also encountered sessions where the PCs get clobbered at no fault of their own. Its not really all that fun. To make up for it, I have started using Hero Points, inspiration, whatever save your bacon mechanic you choose. As GM, I love to leave the gloves off and keep combat exciting. My players love it because the characters they have put so much time into have a way hang on if they get shellacked. Now, the PCs can use the points for other things, so its a resource and up to them. It makes Hero Points a great feature of my games.</p><p></p><p></p><p>Depends. In a game like Call of Cthulhu I full heartedly agree with this sentiment. Some other games are meant to be more kick in the door and save the day. Crippling a character, especially when other characters escape penalty free, can put a damper on that. So it depends on the system, genre, and group in my experience.</p><p></p><p></p><p> I agree, depending on definitions. I do enjoy adventure paths. I like to think of them as sandboxes, but with a smaller box. As a player I love having an idea of the world my character lives in and the type of adventure they are going on. Adventure paths can deliver this. Sandboxes can too, but I have also been in meandering no focus sandboxes and they can be boring for me as a player. Some folks might argue adventure paths are railroads any way you slice it. Either way, I need a strong narrative in the background as both GM and player to enjoy the campaign. </p><p></p><p></p><p>Yeah I can agree to this. As GM, I like to have at least a skeleton of the world my campaign will reside in. Though, I start with a well defined place, a center if you will, for the players to explore out of. The game expands organically as each session unfolds. </p><p></p><p></p><p>That is a good exercise in general. Sometimes GMs play NPCs as wooden info dumps, allies, or rivals. It can seem lifeless and be an immersion killer. My players have a tendency to try and convert rivals to allies, it doesn't always work, but I like to be ready for NPCs to listen to some compelling propositions from the PCs</p><p></p><p></p><p>Sounds good. This is rather general though, I would be more likely to comment on specifics. </p><p></p><p>-Cheers</p></blockquote><p></p>
[QUOTE="payn, post: 8198580, member: 90374"] I prefer this, but its not always black and white. My preferences for fantasy RPGs are D&D 3E and Pathfinder classic. I love how criticals can really shake up the game play. Combats are exciting and dangerous. I've also encountered sessions where the PCs get clobbered at no fault of their own. Its not really all that fun. To make up for it, I have started using Hero Points, inspiration, whatever save your bacon mechanic you choose. As GM, I love to leave the gloves off and keep combat exciting. My players love it because the characters they have put so much time into have a way hang on if they get shellacked. Now, the PCs can use the points for other things, so its a resource and up to them. It makes Hero Points a great feature of my games. Depends. In a game like Call of Cthulhu I full heartedly agree with this sentiment. Some other games are meant to be more kick in the door and save the day. Crippling a character, especially when other characters escape penalty free, can put a damper on that. So it depends on the system, genre, and group in my experience. I agree, depending on definitions. I do enjoy adventure paths. I like to think of them as sandboxes, but with a smaller box. As a player I love having an idea of the world my character lives in and the type of adventure they are going on. Adventure paths can deliver this. Sandboxes can too, but I have also been in meandering no focus sandboxes and they can be boring for me as a player. Some folks might argue adventure paths are railroads any way you slice it. Either way, I need a strong narrative in the background as both GM and player to enjoy the campaign. Yeah I can agree to this. As GM, I like to have at least a skeleton of the world my campaign will reside in. Though, I start with a well defined place, a center if you will, for the players to explore out of. The game expands organically as each session unfolds. That is a good exercise in general. Sometimes GMs play NPCs as wooden info dumps, allies, or rivals. It can seem lifeless and be an immersion killer. My players have a tendency to try and convert rivals to allies, it doesn't always work, but I like to be ready for NPCs to listen to some compelling propositions from the PCs Sounds good. This is rather general though, I would be more likely to comment on specifics. -Cheers [/QUOTE]
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