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<blockquote data-quote="Aberzanzorax" data-source="post: 5768770" data-attributes="member: 64209"><p>Before I say anything else, I wanna say this:</p><p> </p><p>I kinda, sorta, consider you my 4e mentor.</p><p> </p><p> </p><p>I think you "get" 4e in the way I need to "get it" and have yet to find it. Every single time I read a post of yours, it benefits me in understanding something akin to a foreign language. </p><p> </p><p>I've only ever played 4e, and never DMed it for reasons of not feeling comfortable as well as reasons of taste.</p><p> </p><p> </p><p>Here, now, is the something else: </p><p>While I think you understand gaming as well as (in fact better than) I do, I don't think you'd do well in meeting the needs of myself and my gaming group unless you were to adjust your style.</p><p> </p><p> </p><p>I appreciate your candor with the inclusion of (and importance of) the empty room.</p><p> </p><p>The real difference between our gaming styles is one that our players would never notice on game one, or game two....but certainly by game 20.</p><p> </p><p>I strongly disagree with intentionally putting the empty room earlier as pacing in order for players to potentially benefit later. I think it is excellent in a gaming/storytelling/cinematic movie style, and don't begrudge that.</p><p> </p><p>I would allow for the potentiality of stumbling on an awesome clue, having an ability to get that awesome clue (e.g. find secret doors, dwarven stone sense, good thief roll, total dumb luck, whatever).</p><p> </p><p>I find my games more exciting and fun when players feel as though they've discovered something as PLAYERS (see also the charasmatic player thread et al) rather than as story pacing for their characters.</p><p> </p><p>It's even better for them when this discovery is enhanced by their character roles, personalities, and attributes (i.e. Dr. Radiana Jonessa discovers a clue because of her abilities rather than because of pacing dictating it).</p><p> </p><p>I'm not saying pacing is BAD...but I'm saying it's a part of a different gaming style. </p><p> </p><p>Thing is, all games deserve good pacing, but the heavy or light handedness of it, and the degree to which it impacts the "game" versus the "story" is a variable.</p><p> </p><p> </p><p> </p><p>Pemerton, I always assume the best about your games, because, frankly....I have no reason not to, and because it always seems like your games are grounded in a lot of good creativitiy, theory, and fact.</p><p> </p><p> </p><p>I'll just argue against the importance of placing the "clue room" ahead of the "real room" every time, as a part of my own style.</p><p> </p><p>I think it is more rewarding for players when they find a clue room if it's a bit less (forgive me here) spoon fed to them.</p></blockquote><p></p>
[QUOTE="Aberzanzorax, post: 5768770, member: 64209"] Before I say anything else, I wanna say this: I kinda, sorta, consider you my 4e mentor. I think you "get" 4e in the way I need to "get it" and have yet to find it. Every single time I read a post of yours, it benefits me in understanding something akin to a foreign language. I've only ever played 4e, and never DMed it for reasons of not feeling comfortable as well as reasons of taste. Here, now, is the something else: While I think you understand gaming as well as (in fact better than) I do, I don't think you'd do well in meeting the needs of myself and my gaming group unless you were to adjust your style. I appreciate your candor with the inclusion of (and importance of) the empty room. The real difference between our gaming styles is one that our players would never notice on game one, or game two....but certainly by game 20. I strongly disagree with intentionally putting the empty room earlier as pacing in order for players to potentially benefit later. I think it is excellent in a gaming/storytelling/cinematic movie style, and don't begrudge that. I would allow for the potentiality of stumbling on an awesome clue, having an ability to get that awesome clue (e.g. find secret doors, dwarven stone sense, good thief roll, total dumb luck, whatever). I find my games more exciting and fun when players feel as though they've discovered something as PLAYERS (see also the charasmatic player thread et al) rather than as story pacing for their characters. It's even better for them when this discovery is enhanced by their character roles, personalities, and attributes (i.e. Dr. Radiana Jonessa discovers a clue because of her abilities rather than because of pacing dictating it). I'm not saying pacing is BAD...but I'm saying it's a part of a different gaming style. Thing is, all games deserve good pacing, but the heavy or light handedness of it, and the degree to which it impacts the "game" versus the "story" is a variable. Pemerton, I always assume the best about your games, because, frankly....I have no reason not to, and because it always seems like your games are grounded in a lot of good creativitiy, theory, and fact. I'll just argue against the importance of placing the "clue room" ahead of the "real room" every time, as a part of my own style. I think it is more rewarding for players when they find a clue room if it's a bit less (forgive me here) spoon fed to them. [/QUOTE]
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