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*TTRPGs General
The Medium is the Message: How Rules Reinforce Experience
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<blockquote data-quote="Radiating Gnome" data-source="post: 7650479" data-attributes="member: 150"><p>As we are playtesting DDN, after years of very Michael Bay style 4e and before that 3.5 -- which we loved -- it's interesting to go back to the other path and try that on for a change. </p><p></p><p>Yesterday I ran a session that was all "random" encounters on the road from one location to another (really unpacking the exploration system). I say "random" because in most cases I tried to make sure that the encounters were interesting for story reasons, one way or another. An encounter with goblins provided the one magic item for the session. Encounters with bandits were not encounters with faceless bandits, but with tendrils of a hillbilly bandit clan that the PCs are running afoul of more and more. Even an encounter with a pod of zombies had some clues that were available there to the PCs (although I think they largely missed them, they may remember details later on when other clues make those interesting. </p><p></p><p>Still, these are exactly the sorts of encounters we would not play out in 4e. And some players at the table, without the patience to tease out those small details and think about what they mean for the larger campaign, may well be having a less satisfying game. </p><p></p><p>Still, one of the things I've grown to feel is missing in the Bay style game is the player connection to the world of the game's story. So I'm hoping that these details, salted through minor encounters, will give the players the raw material to take more active control over the story in their game -- to be able to surprise me with story actions, not just combat maneuvers. </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 7650479, member: 150"] As we are playtesting DDN, after years of very Michael Bay style 4e and before that 3.5 -- which we loved -- it's interesting to go back to the other path and try that on for a change. Yesterday I ran a session that was all "random" encounters on the road from one location to another (really unpacking the exploration system). I say "random" because in most cases I tried to make sure that the encounters were interesting for story reasons, one way or another. An encounter with goblins provided the one magic item for the session. Encounters with bandits were not encounters with faceless bandits, but with tendrils of a hillbilly bandit clan that the PCs are running afoul of more and more. Even an encounter with a pod of zombies had some clues that were available there to the PCs (although I think they largely missed them, they may remember details later on when other clues make those interesting. Still, these are exactly the sorts of encounters we would not play out in 4e. And some players at the table, without the patience to tease out those small details and think about what they mean for the larger campaign, may well be having a less satisfying game. Still, one of the things I've grown to feel is missing in the Bay style game is the player connection to the world of the game's story. So I'm hoping that these details, salted through minor encounters, will give the players the raw material to take more active control over the story in their game -- to be able to surprise me with story actions, not just combat maneuvers. -rg [/QUOTE]
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