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The 6-battle adventuring day, does it even exist?
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<blockquote data-quote="Benjamin Olson" data-source="post: 8360988" data-attributes="member: 6988941"><p>Sure, I wasn't actually trying to argue that having to do things on a fast pace without rests doesn't increase tension and challenge and can't be a good thing. I was simply trying to argue that D&D doesn't <em>need</em> action movie pacing to be interesting, exciting, etc. because a D&D campaign is a very different animal than a scripted film, and I was responding to a comment that seemed to treat action movie pacing as the way D&D <em>should</em> be to be engaging. I think trying to D&D campaigns conform to movie pacing is a dangerous and ultimately disappointing road to go down that the game isn't really built for.</p><p></p><p>I would say that action movie pacing actually tends to make sense sometimes in the final section of a campaign, and resting despite resting making no narrative sense is indeed a bit jarring. But I think trying to enforce such pacing through most of a campaign usually requires too much reliance on narrative conceits, and after letting the players all get used to playing their characters with fairly frequent rests pushing them through an extensive gauntlet of encounters without rests before the final boss feels like it makes the final showdown a surprise pop quiz designed to punish players for not knowing to completely change their resource management strategies on the final sessions of the campaign. I'd rather just let them have a somewhat narratively illogical rest and make the final fight as big as it needs to be to challenge the group at full strength.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8360988, member: 6988941"] Sure, I wasn't actually trying to argue that having to do things on a fast pace without rests doesn't increase tension and challenge and can't be a good thing. I was simply trying to argue that D&D doesn't [i]need[/i] action movie pacing to be interesting, exciting, etc. because a D&D campaign is a very different animal than a scripted film, and I was responding to a comment that seemed to treat action movie pacing as the way D&D [i]should[/i] be to be engaging. I think trying to D&D campaigns conform to movie pacing is a dangerous and ultimately disappointing road to go down that the game isn't really built for. I would say that action movie pacing actually tends to make sense sometimes in the final section of a campaign, and resting despite resting making no narrative sense is indeed a bit jarring. But I think trying to enforce such pacing through most of a campaign usually requires too much reliance on narrative conceits, and after letting the players all get used to playing their characters with fairly frequent rests pushing them through an extensive gauntlet of encounters without rests before the final boss feels like it makes the final showdown a surprise pop quiz designed to punish players for not knowing to completely change their resource management strategies on the final sessions of the campaign. I'd rather just let them have a somewhat narratively illogical rest and make the final fight as big as it needs to be to challenge the group at full strength. [/QUOTE]
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The 6-battle adventuring day, does it even exist?
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