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Turning 4e into a simulationist game
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<blockquote data-quote="77IM" data-source="post: 4741860" data-attributes="member: 12377"><p>I'm running simulationist 4e. It's a "sandbox" game. There's no plot -- just a setting full of pre-established dungeons, containing "logical" monsters and treasure hordes. NPCs also behave in a "logical" fashion.</p><p></p><p>There are some nods to the needs of the game. Town is a "safe" area, with adequate provisions, and the dungeons go up in level the farther you get from town. Treasure and XP tend to match the encounter difficulty somewhat. An area that is substantially more difficult than the surrounding terrain tends to broadcast itself by looking scary.</p><p></p><p>However, the players are entirely responsible for their own actions. If they bite off more than they can chew, or waste an adventure killing low-level mooks, so be it. If they can't figure out the puzzle in the dungeon, or they attack the town guard and get a TPK, that's too bad. I'm not going to force them down any particular plot-line, but I'm also not going to hand-hold them by ensuring challenges of an appropriate difficulty either.</p><p></p><p>The players agreed to all this beforehand and have been doing a good job of steering themselves towards fun activities.</p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 4741860, member: 12377"] I'm running simulationist 4e. It's a "sandbox" game. There's no plot -- just a setting full of pre-established dungeons, containing "logical" monsters and treasure hordes. NPCs also behave in a "logical" fashion. There are some nods to the needs of the game. Town is a "safe" area, with adequate provisions, and the dungeons go up in level the farther you get from town. Treasure and XP tend to match the encounter difficulty somewhat. An area that is substantially more difficult than the surrounding terrain tends to broadcast itself by looking scary. However, the players are entirely responsible for their own actions. If they bite off more than they can chew, or waste an adventure killing low-level mooks, so be it. If they can't figure out the puzzle in the dungeon, or they attack the town guard and get a TPK, that's too bad. I'm not going to force them down any particular plot-line, but I'm also not going to hand-hold them by ensuring challenges of an appropriate difficulty either. The players agreed to all this beforehand and have been doing a good job of steering themselves towards fun activities. -- 77IM [/QUOTE]
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