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Wandering Monsters: You Got Science in My Fantasy!
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<blockquote data-quote="howandwhy99" data-source="post: 6202725" data-attributes="member: 3192"><p>Yeah? Well neither can the games I run. It's like plotting how the players are going to manipulate a Rubik's cube and their end state for it, when the goal of the game is simply to demonstrate enough mastery at each class level to gain the next.</p><p></p><p>Beyond keeping it largely sandbox for the first 6 adventures and the last 5, (the 7th is a transition), I was hoping for how to deal with the smaller transitions. The hardest part is the authors didn't think beyond linear presentation of it. So it goes all over the place to give the appearance of a deceptive mystery plot. Giving the players free rein is semi-possible, but it's the "stay on target" keys I could advise them of that are hard to find. Too many big ticket set pieces give the appearance of being what they plot is about, but then require me to step in and transition everyone to somewhere else for completely different goals. It's a bit jarring if I did that, but I'm allowing them to discern where to go next. The Ebon Triad (3 Greyhawk Gods) and Rod of 7 Parts play a big role, but if you know the adventure than you know some of the problem with those two. </p><p></p><p>The guys want to use their powers and are accustomed to XP advancement about every 1 or 2 sessions. That's another potential problem. A LOT of sessions are non-combat, no XP affairs. And if they leveled even every 3-4 sessions they quickly advance out of the adventure path. Plus, individual XP is looking to be a detriment what with the system built for group leveling. But that makes it difficult to assign anything in game as a something which earns XP - other than besting stuff in combat that is. So another common means of pointing players where to go isn't available.</p><p></p><p>It's hard for me to simply tell players where to go and what to do as it goes against why I pretty much run or play games. It's like saying they can't figure out what to do on their own.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6202725, member: 3192"] Yeah? Well neither can the games I run. It's like plotting how the players are going to manipulate a Rubik's cube and their end state for it, when the goal of the game is simply to demonstrate enough mastery at each class level to gain the next. Beyond keeping it largely sandbox for the first 6 adventures and the last 5, (the 7th is a transition), I was hoping for how to deal with the smaller transitions. The hardest part is the authors didn't think beyond linear presentation of it. So it goes all over the place to give the appearance of a deceptive mystery plot. Giving the players free rein is semi-possible, but it's the "stay on target" keys I could advise them of that are hard to find. Too many big ticket set pieces give the appearance of being what they plot is about, but then require me to step in and transition everyone to somewhere else for completely different goals. It's a bit jarring if I did that, but I'm allowing them to discern where to go next. The Ebon Triad (3 Greyhawk Gods) and Rod of 7 Parts play a big role, but if you know the adventure than you know some of the problem with those two. The guys want to use their powers and are accustomed to XP advancement about every 1 or 2 sessions. That's another potential problem. A LOT of sessions are non-combat, no XP affairs. And if they leveled even every 3-4 sessions they quickly advance out of the adventure path. Plus, individual XP is looking to be a detriment what with the system built for group leveling. But that makes it difficult to assign anything in game as a something which earns XP - other than besting stuff in combat that is. So another common means of pointing players where to go isn't available. It's hard for me to simply tell players where to go and what to do as it goes against why I pretty much run or play games. It's like saying they can't figure out what to do on their own. [/QUOTE]
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