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<blockquote data-quote="billd91" data-source="post: 8333746" data-attributes="member: 3400"><p>You have a different take on Critical Role than I do. He doesn't grind their resources down... except when he does like the days in which they spent dealing with Lucien with little or no rest. He throws cakewalks at them... except when he doesn't like the encounter that killed Mollymauk, or the sphinx, the elder brain, or the various dragons they've encountered.</p><p></p><p>He generally doesn't grind them down with 6-8 encounters per day, true. That's not all that conducive to the format of game they're looking for because it would drag too much - but the set pieces he does put up are hard to describe as real cakewalks. I suspect a number of them could have ended up as TPKs if the group wasn't as good at cutting and running as they are. And that may be part of the difference. His players freak out and run because of the theatrics, the drama, and their desire to make sure their characters have a chance at playing out their story while other groups might buckle down and fight it out, probably winning but probably also racking up more net deaths overall. He also prefers to let the dice fall as they may and will stick the players with the consequences of their mistakes, so that too may have the net effect of encouraging them to run well before it's too late, something <strong>way too few</strong> players do.</p></blockquote><p></p>
[QUOTE="billd91, post: 8333746, member: 3400"] You have a different take on Critical Role than I do. He doesn't grind their resources down... except when he does like the days in which they spent dealing with Lucien with little or no rest. He throws cakewalks at them... except when he doesn't like the encounter that killed Mollymauk, or the sphinx, the elder brain, or the various dragons they've encountered. He generally doesn't grind them down with 6-8 encounters per day, true. That's not all that conducive to the format of game they're looking for because it would drag too much - but the set pieces he does put up are hard to describe as real cakewalks. I suspect a number of them could have ended up as TPKs if the group wasn't as good at cutting and running as they are. And that may be part of the difference. His players freak out and run because of the theatrics, the drama, and their desire to make sure their characters have a chance at playing out their story while other groups might buckle down and fight it out, probably winning but probably also racking up more net deaths overall. He also prefers to let the dice fall as they may and will stick the players with the consequences of their mistakes, so that too may have the net effect of encouraging them to run well before it's too late, something [B]way too few[/B] players do. [/QUOTE]
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