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"The so-called '5-Minute Workday' is Something I've Seen Regularly Playing 5E D&D" (a poll)
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<blockquote data-quote="Willie the Duck" data-source="post: 8701913" data-attributes="member: 6799660"><p>I'm going to agree. (modern*) D&D frustrates me that you have to put in time pressures (or other, similar things) to make not going and resting after every encounter not be, frankly, the strategically optimal choice. However, I still don't see it come up continuously, and I certainly don't see players actively resisting time pressures.</p><p><span style="font-size: 9px">*BITD we played that the play session ended when you went to rest (or that the dungeon occupants would plan traps/run away with the loot) when you went to rest. Gameplay has moved away from the style without anything coming it to replace it as a mechanism other than DM finding yet another reason why they need to rush</span></p><p></p><p></p><p>There is absolutely no reason why the fail-state of the game as to be character death for it to not be boring. Were the initial inspiration for the initial RPG not a wargame, it's unclear that that would even be the primary tension point*. Plenty of RPGS, from <em>Toon</em> to <em>Ghostbusters </em>have had character death not be am outcome with a delineated mechanic. Any form of failure can work. Other games, such as GURPS or Hero System, often have it much more likely that a character will be knocked out, rather than killed, and few if any of those lack tension. These sound like perhaps better games for these players (whether you want to GM for them is of course another matter). </p><p><span style="font-size: 9px">*Let's say it had been <em>En Garde</em> instead of <em>Chainmail </em>-- death certainly could have been a possibility in-game, but other outcomes like consistent losing of duels/honor/social standing might have been more likely and salient outcomes to fear.</span></p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8701913, member: 6799660"] I'm going to agree. (modern*) D&D frustrates me that you have to put in time pressures (or other, similar things) to make not going and resting after every encounter not be, frankly, the strategically optimal choice. However, I still don't see it come up continuously, and I certainly don't see players actively resisting time pressures. [SIZE=1]*BITD we played that the play session ended when you went to rest (or that the dungeon occupants would plan traps/run away with the loot) when you went to rest. Gameplay has moved away from the style without anything coming it to replace it as a mechanism other than DM finding yet another reason why they need to rush[/SIZE] There is absolutely no reason why the fail-state of the game as to be character death for it to not be boring. Were the initial inspiration for the initial RPG not a wargame, it's unclear that that would even be the primary tension point*. Plenty of RPGS, from [I]Toon[/I] to [I]Ghostbusters [/I]have had character death not be am outcome with a delineated mechanic. Any form of failure can work. Other games, such as GURPS or Hero System, often have it much more likely that a character will be knocked out, rather than killed, and few if any of those lack tension. These sound like perhaps better games for these players (whether you want to GM for them is of course another matter). [SIZE=1]*Let's say it had been [I]En Garde[/I] instead of [I]Chainmail [/I]-- death certainly could have been a possibility in-game, but other outcomes like consistent losing of duels/honor/social standing might have been more likely and salient outcomes to fear.[/SIZE] [/QUOTE]
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"The so-called '5-Minute Workday' is Something I've Seen Regularly Playing 5E D&D" (a poll)
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