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<blockquote data-quote="LostSoul" data-source="post: 5765952" data-attributes="member: 386"><p>I don't think pemerton is saying "ALL RPG's" be run in that manner.</p><p></p><p></p><p></p><p>(emphasis mine)</p><p></p><p></p><p></p><p>When you write a game, you should also tell people how it should be played. You design a game to produce a certain play experience; telling people how to get that, instead of leaving it up to them to figure out for themselves, is important. (Unless figuring it out for themselves is part of the game, I guess.)</p><p></p><p>Though I agree that Wyatt's text is problematic.</p><p></p><p>If I were to write that over again for 4E, I'd do something like this:</p><p></p><p style="margin-left: 20px"><strong>Scene Framing</strong></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">One of your jobs as DM is to keep the action moving. You want to put the PCs in situations where their players can make important decisions. Scenes where the players are not making choices that relate to their PCs or the Quests they've shown an interest in will drag. Fast-forward past the scenes where the players have no meaningful choices to make.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When you get to a scene that provides meaningful choices, jump right into it. Get excited. Describe the scene using all five senses. Describe the dangers the characters face. Once you've done that, sit back and let the players make their decisions and react to them.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">How do you know which scenes to fast-forward through? A good scene is one that:</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">Includes challenges (both violent and non-violent) for the PCs to overcome</li> <li data-xf-list-type="ul">Reflects or explores features of the PCs (choice of class, race, paragon path, epic destiny, feats, powers, and role-playing characterization)</li> <li data-xf-list-type="ul">Leads to the conclusion of a Quest the PCs are interested in</li> </ul> <p style="margin-left: 20px">Consider fast-forwarding past scenes that don't hit these points.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">One more thing to remember. Every so often, set up a scene where the players have few choices to make. Use this scene to show how the PCs have changed the game world, for better or for worse. A good time to do this is during an Extended Rest, a natural stopping point in the game. If the PCs are resting in an inn, have an NPC approach them and offer his admiration (or disgust!) in the PC's deeds.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5765952, member: 386"] I don't think pemerton is saying "ALL RPG's" be run in that manner. (emphasis mine) When you write a game, you should also tell people how it should be played. You design a game to produce a certain play experience; telling people how to get that, instead of leaving it up to them to figure out for themselves, is important. (Unless figuring it out for themselves is part of the game, I guess.) Though I agree that Wyatt's text is problematic. If I were to write that over again for 4E, I'd do something like this: [indent][b]Scene Framing[/b] One of your jobs as DM is to keep the action moving. You want to put the PCs in situations where their players can make important decisions. Scenes where the players are not making choices that relate to their PCs or the Quests they've shown an interest in will drag. Fast-forward past the scenes where the players have no meaningful choices to make. When you get to a scene that provides meaningful choices, jump right into it. Get excited. Describe the scene using all five senses. Describe the dangers the characters face. Once you've done that, sit back and let the players make their decisions and react to them. How do you know which scenes to fast-forward through? A good scene is one that: [list][*]Includes challenges (both violent and non-violent) for the PCs to overcome [*]Reflects or explores features of the PCs (choice of class, race, paragon path, epic destiny, feats, powers, and role-playing characterization) [*]Leads to the conclusion of a Quest the PCs are interested in[/list] Consider fast-forwarding past scenes that don't hit these points. One more thing to remember. Every so often, set up a scene where the players have few choices to make. Use this scene to show how the PCs have changed the game world, for better or for worse. A good time to do this is during an Extended Rest, a natural stopping point in the game. If the PCs are resting in an inn, have an NPC approach them and offer his admiration (or disgust!) in the PC's deeds.[/indent] [/QUOTE]
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