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Taking the "Dungeons" out of D&D
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<blockquote data-quote="Arlough" data-source="post: 8100809" data-attributes="member: 79335"><p>I guess it really depends on what your players find "fun".</p><p></p><p>This is where I find the <strong>8 kinds of fun</strong> useful. It lets me target different kinds of gameplay for different players, and allows me to direct players with similar profiles to form gaming groups (trust me, you don't want to bore most your players while your expressionist shops and haggles for just the right "look" for your covert infiltration of the ball.</p><p></p><p>So, if you have a player who loves logistics, you can have them do most of the book-keeping. And you can even include the minutia of shopping, offline, which could then lead to resource gathering plot hooks like spell components, or cloth and pitch for torches.</p><p></p><p>Then again, I am of the philosophy that the game is for the players. The GM is doing a public service to facilitate fun (and can hopefully find enjoyment and fulfillment in doing so.) Kinda like hosting a party. The host prepares the setting, usually doesn't have time to socialize deeply during the party, and then has all the cleanup afterwards. If the guests decide to help, that is great, but the host has to be comfortable with the possibility that all the work will be on him/her, and little of the partying.</p></blockquote><p></p>
[QUOTE="Arlough, post: 8100809, member: 79335"] I guess it really depends on what your players find "fun". This is where I find the [B]8 kinds of fun[/B] useful. It lets me target different kinds of gameplay for different players, and allows me to direct players with similar profiles to form gaming groups (trust me, you don't want to bore most your players while your expressionist shops and haggles for just the right "look" for your covert infiltration of the ball. So, if you have a player who loves logistics, you can have them do most of the book-keeping. And you can even include the minutia of shopping, offline, which could then lead to resource gathering plot hooks like spell components, or cloth and pitch for torches. Then again, I am of the philosophy that the game is for the players. The GM is doing a public service to facilitate fun (and can hopefully find enjoyment and fulfillment in doing so.) Kinda like hosting a party. The host prepares the setting, usually doesn't have time to socialize deeply during the party, and then has all the cleanup afterwards. If the guests decide to help, that is great, but the host has to be comfortable with the possibility that all the work will be on him/her, and little of the partying. [/QUOTE]
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