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General Tabletop Discussion
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What could One D&D do to bring the game back to the dungeon?
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<blockquote data-quote="Manbearcat" data-source="post: 8865071" data-attributes="member: 6696971"><p>What I would say is there is <em>a threshold whereby when you remove the table-facing, quantitative components of play which make up the matrix of your decision-space, decision-points go from meaningful (eg they outright inform the gamestate) to somewhere along the spectrum of INHIBITED <<<>>> OBSELETE because player decision-space (and the outputs of the decisions) becomes a kind of, "GM-directed qualitative mush</em>."</p><p></p><p>Take all of the below quantitative values of x off the table:</p><p></p><p>* Check for Wandering Monsters in x turns.</p><p></p><p>* Roll 1dx for Wandering Monsters. If x hits, you get an Encounter.</p><p></p><p>* Wandering Monsters of threat levels x.</p><p></p><p>* Rest once per x turns or suffer x consequence.</p><p></p><p>* Torches have x Light for x Turns and take up x Inventory Space/Encumbrance. Candles the same. Lanters the same.</p><p></p><p>* Light works like x, Dim Light works like x, Darkness works like x and has other x consequences.</p><p></p><p></p><p></p><p>Just changing all of those x values to "qualitative, GM-facing stuff" has significant impacts on play such that matrix of player decision-space can't help but become some kind of "GM-directed qualitative mush" by comparison. Which, again, might be exactly the type of play that one is looking for (its the type of play outlined in 2 in my post above). But it becomes a very different from of play from 1 because player decision-space moves into that INHIBITED <<<>>> OBSELETE spectrum by comparison.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8865071, member: 6696971"] What I would say is there is [I]a threshold whereby when you remove the table-facing, quantitative components of play which make up the matrix of your decision-space, decision-points go from meaningful (eg they outright inform the gamestate) to somewhere along the spectrum of INHIBITED <<<>>> OBSELETE because player decision-space (and the outputs of the decisions) becomes a kind of, "GM-directed qualitative mush[/I]." Take all of the below quantitative values of x off the table: * Check for Wandering Monsters in x turns. * Roll 1dx for Wandering Monsters. If x hits, you get an Encounter. * Wandering Monsters of threat levels x. * Rest once per x turns or suffer x consequence. * Torches have x Light for x Turns and take up x Inventory Space/Encumbrance. Candles the same. Lanters the same. * Light works like x, Dim Light works like x, Darkness works like x and has other x consequences. Just changing all of those x values to "qualitative, GM-facing stuff" has significant impacts on play such that matrix of player decision-space can't help but become some kind of "GM-directed qualitative mush" by comparison. Which, again, might be exactly the type of play that one is looking for (its the type of play outlined in 2 in my post above). But it becomes a very different from of play from 1 because player decision-space moves into that INHIBITED <<<>>> OBSELETE spectrum by comparison. [/QUOTE]
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What could One D&D do to bring the game back to the dungeon?
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