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UA Primeval Awareness Hysteria
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<blockquote data-quote="discosoc" data-source="post: 6973875" data-attributes="member: 6801554"><p>The core problem with the ability is that it places even more burden on the GM to know information that he may not have access to (possible random encounters), or commit to information that was never a sure thing (second wave of enemies if the first wave turns out too easy). The GM's job is already hard enough, and a hurdle for the RP community as a whole. We don't need more of these open-ended abilities that are probably lots of fun for players, but annoying at best for the GM.</p><p></p><p>It's not unworkable, by any means, but it has a lot of potential for screwing things up. Like, some of the suggestions in this thread are pretty entertaining (town full of undead), but those things could totally sidetrack a group of players into pursuing dead-end leads. An experienced GM could probably deal with that and start improvising the rest of the session, but how many others would struggle as they are forced out of their planned adventure? How many GM's would stop bothering to plan adventures at all, if they constantly get sidetracked? How many players would keep showing up if the campaign feels like it's getting derailed left and right, and little progress is being made just because the Ranger keeps throwing the GM off his game?</p></blockquote><p></p>
[QUOTE="discosoc, post: 6973875, member: 6801554"] The core problem with the ability is that it places even more burden on the GM to know information that he may not have access to (possible random encounters), or commit to information that was never a sure thing (second wave of enemies if the first wave turns out too easy). The GM's job is already hard enough, and a hurdle for the RP community as a whole. We don't need more of these open-ended abilities that are probably lots of fun for players, but annoying at best for the GM. It's not unworkable, by any means, but it has a lot of potential for screwing things up. Like, some of the suggestions in this thread are pretty entertaining (town full of undead), but those things could totally sidetrack a group of players into pursuing dead-end leads. An experienced GM could probably deal with that and start improvising the rest of the session, but how many others would struggle as they are forced out of their planned adventure? How many GM's would stop bothering to plan adventures at all, if they constantly get sidetracked? How many players would keep showing up if the campaign feels like it's getting derailed left and right, and little progress is being made just because the Ranger keeps throwing the GM off his game? [/QUOTE]
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