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The Origin of Monty Haul
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<blockquote data-quote="Sacrosanct" data-source="post: 7795312" data-attributes="member: 15700"><p>Reading this reminded me of how playstyles have changed over the generations. I started in 1981, where we still played like he explained: if you find an encounter way out of your league, you retreat, plan, and return when you think you're ready.</p><p></p><p>contrast that to today, where it seems there's an attitude that if your PCs face an encounter, then you're expected to beat it as is, in the moment of how your party is currently prepared. that whole aspect of the game that James describes doesn't seem to exist anymore. And IMO, I think that's a loss for the game. To me, the game feels bland, and less interesting when you know that you can beat pretty much anything you'd find in an adventure. Our infatuation with balance has hurt the excitement of the game. IMO anyway,</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7795312, member: 15700"] Reading this reminded me of how playstyles have changed over the generations. I started in 1981, where we still played like he explained: if you find an encounter way out of your league, you retreat, plan, and return when you think you're ready. contrast that to today, where it seems there's an attitude that if your PCs face an encounter, then you're expected to beat it as is, in the moment of how your party is currently prepared. that whole aspect of the game that James describes doesn't seem to exist anymore. And IMO, I think that's a loss for the game. To me, the game feels bland, and less interesting when you know that you can beat pretty much anything you'd find in an adventure. Our infatuation with balance has hurt the excitement of the game. IMO anyway, [/QUOTE]
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