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What Blizzard Teaches Us About Games

Derren said:
Thats what I sad in the other 15 minute workday discussion.

Rules are not the solution for 15 minute workdays. adventure design is.
No. The 15 minute workday is a constraint on adventure design.

I, as a GM, should not have to set the pacing of my adventure based on the rules. I should be able to set it based on what will be the most fun for me and my players.
 

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arscott said:
No. The 15 minute workday is a constraint on adventure design.

I, as a GM, should not have to set the pacing of my adventure based on the rules. I should be able to set it based on what will be the most fun for me and my players.

This.
 

arscott said:
No. The 15 minute workday is a constraint on adventure design.

Some of us think that at the same time, it's a support pillar of campaign design.

You may find that removing the "15-minute-day" phenomenon has the side effect of creating a "gain-3-levels-per-day" situation or something similar, for example.
 

Delta said:
Some of us think that at the same time, it's a support pillar of campaign design.

You may find that removing the "15-minute-day" phenomenon has the side effect of creating a "gain-3-levels-per-day" situation or something similar, for example.

If you can grok per-encounter abilities, you can grok alternate ways of dealing with this.
 

Delta said:
Some of us think that at the same time, it's a support pillar of campaign design.

You may find that removing the "15-minute-day" phenomenon has the side effect of creating a "gain-3-levels-per-day" situation or something similar, for example.

Slowing XP gain is one of the easiest things in the entire system. So.
 

Merlin the Tuna said:
Fewer! Fewer buckets is better!

Say it with me. "I have fewer dollars. I have less money."

Ummm... those buckets aren't in reference to products, they're in reference to matchmaking interfaces within the games themselves. Offering too many options (and thus dividing the playerbase into too many buckets) means that noone will find a game, because you're spreading people out so thinly.
 

Mourn said:
Ummm... those buckets aren't in reference to products, they're in reference to matchmaking interfaces within the games themselves. Offering too many options (and thus dividing the playerbase into too many buckets) means that noone will find a game, because you're spreading people out so thinly.
He was making a point on grammar, not corporate greed ;).
 

The Ubbergeek said:
YA-RLY.jpg

professorx.jpg


Time for me to disappear, I think.... :uhoh:
 

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