Thasmodious
First Post
I think we often overestimate our own experiences, especially in gaming circles. Many of us that have been at it for 28 years, like myself, actually have a fairly narrow view of the overall gaming universe. How many of us have played most of our gaming 'careers' with much of the same group, or the same group for very long periods of time. Most of the gamers we know are part of that extended group. And in that group, a few GMs sort of set the expectation and "educate" the other gamers. If you've played with only 5 DMs over the years and they all know each other and were all influenced by each other, you're likely to see a lot of similarity in playstyle and expectation.
I can say, in my 28 years of gaming, I still play with one of the players I started the hobby with. Only two of the guys in my group now are newer to our circle of gamers, and former gamers, at large, and I've only played under about half a dozen different GMs over those 28 years. I've attended a pair of conventions and been exposed to a bit more varied play there.
Point is, dismissing the discussion on the internet as some "only on the internet" phenomon, when people are talking about their own play experiences, is a bit egocentric of a worldview. There's lot of things that I only learned where tropes or cliches or playstyles through interacting with other gamers on the intrawebs. I didn't know half dragons had become a huge cliche not long after 3e was out. No one in my games ever played one. I made one for an OLG and another player reacted negatively, "not another frakkin half dragon." Or the Drizzt clones, as another example.
The 15 minute day has been a problem in my groups, and one that is a pet peeve of mine. My players know this and would avoid trying to test my patience on over resting, but would push for it when they thought it logical after a tremendous battle. They practiced more resource management, conserving spells where they could, and I exerted some control with time sensitve scenarios, or danger laden areas with no safe harbor for a rest. They know to protect themselves when they do take a rest, with watches, alarm spells, or M. Mansions, whatever. They also know that, in my game world, NPCs and monsters are not idle when the PCs aren't around. So, if after furious fighting, they retreat and regroup, so do the NPCs. So they often weigh the risk of pressing on with the risk of allowing the NPCs respite.
All of those are good tools for controlling the 15 minute day, but it is very nice to not have such a day be a logical conclusion from the structure of the system. Dailies/encounters/at wills are an excellent way to bridge the gap and still allow a 'nova' element to the characters while giving them better resource allocation to extend the adventuring day.
Man, I really am wordy and rambling today, didn't get much sleep and am sitting here jacked on Red Bull. Not a good combination.
I can say, in my 28 years of gaming, I still play with one of the players I started the hobby with. Only two of the guys in my group now are newer to our circle of gamers, and former gamers, at large, and I've only played under about half a dozen different GMs over those 28 years. I've attended a pair of conventions and been exposed to a bit more varied play there.
Point is, dismissing the discussion on the internet as some "only on the internet" phenomon, when people are talking about their own play experiences, is a bit egocentric of a worldview. There's lot of things that I only learned where tropes or cliches or playstyles through interacting with other gamers on the intrawebs. I didn't know half dragons had become a huge cliche not long after 3e was out. No one in my games ever played one. I made one for an OLG and another player reacted negatively, "not another frakkin half dragon." Or the Drizzt clones, as another example.
The 15 minute day has been a problem in my groups, and one that is a pet peeve of mine. My players know this and would avoid trying to test my patience on over resting, but would push for it when they thought it logical after a tremendous battle. They practiced more resource management, conserving spells where they could, and I exerted some control with time sensitve scenarios, or danger laden areas with no safe harbor for a rest. They know to protect themselves when they do take a rest, with watches, alarm spells, or M. Mansions, whatever. They also know that, in my game world, NPCs and monsters are not idle when the PCs aren't around. So, if after furious fighting, they retreat and regroup, so do the NPCs. So they often weigh the risk of pressing on with the risk of allowing the NPCs respite.
All of those are good tools for controlling the 15 minute day, but it is very nice to not have such a day be a logical conclusion from the structure of the system. Dailies/encounters/at wills are an excellent way to bridge the gap and still allow a 'nova' element to the characters while giving them better resource allocation to extend the adventuring day.
Man, I really am wordy and rambling today, didn't get much sleep and am sitting here jacked on Red Bull. Not a good combination.