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What do you want to be able to DO as a player?
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<blockquote data-quote="Lanefan" data-source="post: 9215050" data-attributes="member: 29398"><p>I'm pretty much on board with 1, 2, and 5 above.</p><p></p><p>My '3' would be almost the direct opposite: I want the game to potentially last forever, and rapid level gain is the sworn enemy of that desire.</p><p></p><p>My '4' would also be close to the opposite: I'd rather an easy-come easy-go approach to magic items, where you'll probably find a lot of 'em but - if unlucky - lose them just as fast.</p><p></p><p>As for '6', I'm not a fan of outright certainty; in that it ignores the 1% (or less) chance of something unexpected happening. There's always a tiny chance that just about anything out of the ordinary can fail when it should succeed or succeed when it should fail (though 1-in-20 is often far too frequent).</p><p></p><p>And I'll add a couple more:</p><p></p><p>7. Let us players do what we want with our characters even if it means you-as-DM just get to sit back and put your feet up for the evening. If we decide to throw down and fight each other all session, let us. If we decide to spend the session playing in-character jokes on each other, let us. If we decide we're going to spend the session planning the mission before leaving town, let us. If we decide to split the party, let us.</p><p></p><p>8. And in the end what I really want to do is roleplay, roll dice, drink beer, and laugh - often but not always in that order. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 9215050, member: 29398"] I'm pretty much on board with 1, 2, and 5 above. My '3' would be almost the direct opposite: I want the game to potentially last forever, and rapid level gain is the sworn enemy of that desire. My '4' would also be close to the opposite: I'd rather an easy-come easy-go approach to magic items, where you'll probably find a lot of 'em but - if unlucky - lose them just as fast. As for '6', I'm not a fan of outright certainty; in that it ignores the 1% (or less) chance of something unexpected happening. There's always a tiny chance that just about anything out of the ordinary can fail when it should succeed or succeed when it should fail (though 1-in-20 is often far too frequent). And I'll add a couple more: 7. Let us players do what we want with our characters even if it means you-as-DM just get to sit back and put your feet up for the evening. If we decide to throw down and fight each other all session, let us. If we decide to spend the session playing in-character jokes on each other, let us. If we decide we're going to spend the session planning the mission before leaving town, let us. If we decide to split the party, let us. 8. And in the end what I really want to do is roleplay, roll dice, drink beer, and laugh - often but not always in that order. :) [/QUOTE]
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