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The Flavorless Game?
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<blockquote data-quote="Galloglaich" data-source="post: 4652161" data-attributes="member: 77019"><p>I'll keep this short since my long reply was eaten. Damn it is dangerous trying to write something on this site. Got to remember to write it offline and then paste it in when it's done.</p><p> </p><p>i agree that gameplay should be to a large extent organic, you have to follow what the players want to do to a large extent, you shouldn't force them into a particular style of play just because that is what you prepared for. I never know at the beginning of a night whether our players (and even myself) are more in the mood for horror, humor, adventure or mystery. But it is useful to have a framework of something that feels like a real world that the players can interract with, a framework you can easily build on in a logical way when the players veer in a particular direction; and if you can establish a personality to that world that the players accept and feel a part of, then you can really get to a level of immersion and fun that people seem to really enjoy.</p><p> </p><p>I have found that a deep, nuanced historical grounding is a really good way to create a recognizable personality to your campaign world that players will instinctively relate to and buy into on a deeper level.</p><p> </p><p> </p><p>I have also played in some games which were very generic DnD without almost any personality at all which were really boring, like a tediously slow tabletop WoW game, and also once briefly in a horribly railroaded Dragonlance campaign which felt like being trapped in a junior high school level fantasy cartoon or comic book, which essentially is what it was even though it was a bunch of lawyers and CPAs running the game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> . I don't think I could suspend disbelief enough to play in something like an Eberron setting.</p><p> </p><p>G.</p></blockquote><p></p>
[QUOTE="Galloglaich, post: 4652161, member: 77019"] I'll keep this short since my long reply was eaten. Damn it is dangerous trying to write something on this site. Got to remember to write it offline and then paste it in when it's done. i agree that gameplay should be to a large extent organic, you have to follow what the players want to do to a large extent, you shouldn't force them into a particular style of play just because that is what you prepared for. I never know at the beginning of a night whether our players (and even myself) are more in the mood for horror, humor, adventure or mystery. But it is useful to have a framework of something that feels like a real world that the players can interract with, a framework you can easily build on in a logical way when the players veer in a particular direction; and if you can establish a personality to that world that the players accept and feel a part of, then you can really get to a level of immersion and fun that people seem to really enjoy. I have found that a deep, nuanced historical grounding is a really good way to create a recognizable personality to your campaign world that players will instinctively relate to and buy into on a deeper level. I have also played in some games which were very generic DnD without almost any personality at all which were really boring, like a tediously slow tabletop WoW game, and also once briefly in a horribly railroaded Dragonlance campaign which felt like being trapped in a junior high school level fantasy cartoon or comic book, which essentially is what it was even though it was a bunch of lawyers and CPAs running the game :P . I don't think I could suspend disbelief enough to play in something like an Eberron setting. G. [/QUOTE]
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