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<blockquote data-quote="Ry" data-source="post: 1045821" data-attributes="member: 8314"><p>3 players is best, 2 works, 4 works. 5 can't give enough attention to everyone, so individual conversations start happening. Larger numbers worsen this effect. Roleplaying with one player is _too_ personal, and videogames are more appropriate than that kind of social interaction.</p><p></p><p></p><p></p><p>Two to three times a week - no one forgets their in-game information that way.</p><p></p><p></p><p> </p><p>Four hours if there's levelling, three if you can avoid levelling. Less frequent gaming should span longer periods (so that the heroes re-learn their ingame information on the setting). My best campaigns ever have been 10 hours long, but I don't live in an ideal world like question 2.</p><p></p><p></p><p></p><p>Read how Monte Cook writes racial description of the faen in Arcana Unearthed. Now do everything in the gaming industry exactly like that. Flavor's more important because, by and large, we already have the tools for the crunch. If you really want to make a new magical sword, fine, but far better to say "This is a holy avenger except it gives the owner improved critical when black dragons are near." Complex NPCs are different - they need spells selected and such - but for god's sake let us download easy-to-use versions. I take a look at the standard condensed statblock and start wondering if I suffer from dyslexia. I figure I ought to roll 6d8 to see what a manticore's Listen skill is.</p><p></p><p></p><p></p><p>I'd choose the book that it looks like I'll have to write myself: A geographically small, self-contained D&D setting that works hard at internal consistency. It would address issues like "Magic and the Economy" not by any new rules, but by having wizards not interact in the standard economy (like in Dragonlance). It would be a hardback, but important NPCs from the setting could be downloaded online in a full-page 2E-Monster Manual style page. Basically it would be a modest setting as well as an adventure. Explaining internal consistency again, let's have the end-villain Black Dragon Zolanderos be able to kill off most of the peasantry in the region. Why hasn't he? Because he's still petrified, and his less powerful cultists haven't un-petrified him yet. I'm sick of appealing to mysterious restraint or higher powers. I just want an internally consistent D&D setting that can serve as an introduction for new players or as a launching pad to other settings.</p><p></p><p>If I couldn't get that, I'd choose a very large PDF that gave all sorts of different builds of various characters (Dwarven Fighter, Half-Orc Cleric choosing Evil and War domains, Human Thief that focused on Diplomacy, etc, etc, etc) at _every level_. This would include items chosen for purchase. Basically, I wish I had a digital version of standard NPCs at every level, that included reasonable combat/tactics as well as items. I know this is what's supposed to be in the DMG, but you have to be an accountant to figure out what magical items these characters are likely to use, and every fighter burns a feat to use a stupid bastard sword.</p></blockquote><p></p>
[QUOTE="Ry, post: 1045821, member: 8314"] 3 players is best, 2 works, 4 works. 5 can't give enough attention to everyone, so individual conversations start happening. Larger numbers worsen this effect. Roleplaying with one player is _too_ personal, and videogames are more appropriate than that kind of social interaction. Two to three times a week - no one forgets their in-game information that way. Four hours if there's levelling, three if you can avoid levelling. Less frequent gaming should span longer periods (so that the heroes re-learn their ingame information on the setting). My best campaigns ever have been 10 hours long, but I don't live in an ideal world like question 2. Read how Monte Cook writes racial description of the faen in Arcana Unearthed. Now do everything in the gaming industry exactly like that. Flavor's more important because, by and large, we already have the tools for the crunch. If you really want to make a new magical sword, fine, but far better to say "This is a holy avenger except it gives the owner improved critical when black dragons are near." Complex NPCs are different - they need spells selected and such - but for god's sake let us download easy-to-use versions. I take a look at the standard condensed statblock and start wondering if I suffer from dyslexia. I figure I ought to roll 6d8 to see what a manticore's Listen skill is. I'd choose the book that it looks like I'll have to write myself: A geographically small, self-contained D&D setting that works hard at internal consistency. It would address issues like "Magic and the Economy" not by any new rules, but by having wizards not interact in the standard economy (like in Dragonlance). It would be a hardback, but important NPCs from the setting could be downloaded online in a full-page 2E-Monster Manual style page. Basically it would be a modest setting as well as an adventure. Explaining internal consistency again, let's have the end-villain Black Dragon Zolanderos be able to kill off most of the peasantry in the region. Why hasn't he? Because he's still petrified, and his less powerful cultists haven't un-petrified him yet. I'm sick of appealing to mysterious restraint or higher powers. I just want an internally consistent D&D setting that can serve as an introduction for new players or as a launching pad to other settings. If I couldn't get that, I'd choose a very large PDF that gave all sorts of different builds of various characters (Dwarven Fighter, Half-Orc Cleric choosing Evil and War domains, Human Thief that focused on Diplomacy, etc, etc, etc) at _every level_. This would include items chosen for purchase. Basically, I wish I had a digital version of standard NPCs at every level, that included reasonable combat/tactics as well as items. I know this is what's supposed to be in the DMG, but you have to be an accountant to figure out what magical items these characters are likely to use, and every fighter burns a feat to use a stupid bastard sword. [/QUOTE]
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