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The Decrease in Desire for Magic in D&D
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<blockquote data-quote="DEFCON 1" data-source="post: 8774613" data-attributes="member: 7006"><p>I like that you say it as "make it possible for these things to be challenges at appropriate moments" because that I think is what I've been talking about in a nutshell.</p><p></p><p>We all know anything can be challenges. Anything can be an encounter or an event the players (through their PCs) have to deal with. String enough of these together and you produce a story. But if these events or challenges are all the exact same thing done time and time again... the story becomes tedious. We don't need to read (or in D&D's case play) these tedious events. Very few people want to roleplay how they go about setting up their campsite when they bed for the night each and every night of the game. Rather... player would prefer to do it at an "appropriate moment"... a moment where things have been set up for the PCs where how they set up their campsite actually matters at this moment in the game. </p><p></p><p>And when it's been determined for any reason why <em>this night</em> it matters how they set up camp over any other night we've just handwaved passed... then this is the night when the DM can set up the reasoning why Tiny Hut either doesn't work or is not a good idea. I agree wholeheartedly that Tiny Hut does make finding shelter no longer a difficult event or encounter... which is why it's perfectly okay for the story to arrive at this place where this one time it is. Might that way be contrived a bit? Possibly. But it also might make perfect sense why this night in this adventure using Tiny Hut is not an option... at which point this story event can take its place in the overarching narrative.</p><p></p><p>All the addition of Tiny Hut does is change EVERY night from a "how are we going to find shelter?" event to a SPECIFIC "how are we going to find shelter?" event. Which will be a boon for those groups who find that aspect of D&D to not be interesting... but a major loss for those groups that do.</p><p></p><p>I don't fault anyone for wanting that old school playstyle and feel... I just wish they were able to find just three other people out there that they could actually play one of these old school editions or games with, rather than continually be stuck playing a 5E game that they know does not do what they wish it did.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8774613, member: 7006"] I like that you say it as "make it possible for these things to be challenges at appropriate moments" because that I think is what I've been talking about in a nutshell. We all know anything can be challenges. Anything can be an encounter or an event the players (through their PCs) have to deal with. String enough of these together and you produce a story. But if these events or challenges are all the exact same thing done time and time again... the story becomes tedious. We don't need to read (or in D&D's case play) these tedious events. Very few people want to roleplay how they go about setting up their campsite when they bed for the night each and every night of the game. Rather... player would prefer to do it at an "appropriate moment"... a moment where things have been set up for the PCs where how they set up their campsite actually matters at this moment in the game. And when it's been determined for any reason why [i]this night[/i] it matters how they set up camp over any other night we've just handwaved passed... then this is the night when the DM can set up the reasoning why Tiny Hut either doesn't work or is not a good idea. I agree wholeheartedly that Tiny Hut does make finding shelter no longer a difficult event or encounter... which is why it's perfectly okay for the story to arrive at this place where this one time it is. Might that way be contrived a bit? Possibly. But it also might make perfect sense why this night in this adventure using Tiny Hut is not an option... at which point this story event can take its place in the overarching narrative. All the addition of Tiny Hut does is change EVERY night from a "how are we going to find shelter?" event to a SPECIFIC "how are we going to find shelter?" event. Which will be a boon for those groups who find that aspect of D&D to not be interesting... but a major loss for those groups that do. I don't fault anyone for wanting that old school playstyle and feel... I just wish they were able to find just three other people out there that they could actually play one of these old school editions or games with, rather than continually be stuck playing a 5E game that they know does not do what they wish it did. [/QUOTE]
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