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Taking the "Dungeons" out of D&D
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<blockquote data-quote="Lanefan" data-source="post: 8091694" data-attributes="member: 29398"><p>First off, good and thoughtful post; even if I'm about to disagree with some of it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I think all three campaigns you describe fall well inside the aegis of 'playing D&D'. However, I also think all three very much involve managing resources; with the primary difference simply being which resources are most important to track.</p><p></p><p>In the first one, obviously the important resources are supplies, ammo, etc. - very down-to-the-moment stuff. In the second one, you detail the resources well - wealth, influence, etc. But the third one also involves resource management, and your example directly points one of them out: time. The resources they're managing in the third one - maybe without even overtly realizing it - are character time, success-failure probabilities, and goal achievement probabilities.</p><p></p><p>Further, in all three cases the game to some extent provides/withholds these resources. In the first one, you're tracking ammo and if the game doesn't give you any more when you've run out you're a bit hooped. In the second you're tracking wealth, and it's hard to manage wealth as a resource if you haven't got any thus you're relying on the game to in some way provide you with some. In the third, the game - here much more directly in form of the DM, as opposed to the other two examples - can provide or withhold time for the PCs and can (in most cases) greatly determine the number and extent of the obstacles they're trying to navigate through and-or around; and so the players/PCs are tracking time as a resource and, somewhat parafdoxically, tracking obstacles almost as a negative-resource.</p><p></p><p>Another difference is that you note you're coming at this entirely (it seems) from a 5e D&D perspective; mine is much more old-school.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8091694, member: 29398"] First off, good and thoughtful post; even if I'm about to disagree with some of it. :) I think all three campaigns you describe fall well inside the aegis of 'playing D&D'. However, I also think all three very much involve managing resources; with the primary difference simply being which resources are most important to track. In the first one, obviously the important resources are supplies, ammo, etc. - very down-to-the-moment stuff. In the second one, you detail the resources well - wealth, influence, etc. But the third one also involves resource management, and your example directly points one of them out: time. The resources they're managing in the third one - maybe without even overtly realizing it - are character time, success-failure probabilities, and goal achievement probabilities. Further, in all three cases the game to some extent provides/withholds these resources. In the first one, you're tracking ammo and if the game doesn't give you any more when you've run out you're a bit hooped. In the second you're tracking wealth, and it's hard to manage wealth as a resource if you haven't got any thus you're relying on the game to in some way provide you with some. In the third, the game - here much more directly in form of the DM, as opposed to the other two examples - can provide or withhold time for the PCs and can (in most cases) greatly determine the number and extent of the obstacles they're trying to navigate through and-or around; and so the players/PCs are tracking time as a resource and, somewhat parafdoxically, tracking obstacles almost as a negative-resource. Another difference is that you note you're coming at this entirely (it seems) from a 5e D&D perspective; mine is much more old-school. [/QUOTE]
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