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<blockquote data-quote="Lanefan" data-source="post: 7361756" data-attributes="member: 29398"><p>True. I'm mostly trying to point out the agency that players in 'go where the action is' games are missing out on. As long as they know they're missing out on it and are cool with that, then fill yer boots. <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><p></p><p>Actually, IME it never does; at least not permanently.</p><p></p><p>I'm starting to look forward to the next time I can play in a start-out-fresh-at-1st-level party again, where every copper piece you find is a big deal and you're not expected to save the known world every other adventure.</p><p>I find most want to start seeing some sort of overarching story develop out of what they do, but at the same time don't become all that concerned about cinematic or heroic play as such. (that said, we don't really do 'heroic' play here; it's more like 'murderhoboes with occasional flickers of conscience')</p><p></p><p>This isn't what I mean. I'm more getting at the granularity of interactions while adventuring...that every intersecting passage gets described and the party given a choice which way to go, for example, rather than jumping them straight to the 'action' scene in the throne room.</p><p></p><p>I've looked at 4e a bit, in terms of converting some of its adventures for my own game, and found that wherever a module suggests a skill challenge it's really saying 'here's a nice quick mechanical shortcut around all this exploration or negotiation they'll otherwise have to do'. I don't want those shortcuts; I want to play out the exploration or negotiation or whatever in a much more granular fashion.</p><p></p><p>Where I know I'm going to see what happens in the game sooner or later anyway, and I'm not (usually) so eager to get to the next character/game/situation that I'm willing to shortchange this one.</p><p></p><p>As I even say in my houserules introduction (paraphrased here): it doesn't matter if little or no actual adventuring gets done during a session as long as everyone has fun. What I mean by this is that if the PCs want to spend the session arguing with each other or chasing red herrings or telling war stories or whatever it's fine with me, as long as what they're doing is game-related. If the players drift off into a long discussion about politics or hockey or food , that's different; and I'll steer them back to the game at hand.</p><p></p><p>I'm not sure I completely agree here: I've had some great situations arise out of the use of recurring villains. In my current game there's one villain they've beaten (I think) 5 times now - each a clone of the original except the most recent one met, which was the original - and they've reason to believe there's at least one more of her out there somewhere. The trick is to have her show up in different and unexpected situations - so far she's been met as the boss of two different (and widely separated) dungeons, a leader of an enemy army, a quasi-wandering monster, and the sidekick of another dungeon boss.</p><p></p><p>I agree, but is the hour of table time spent in planning even possible if they're being framed into the next scene right away?</p><p></p><p>I'm thinking even less structured than that; a situation where the players / PCs can stop, divide their treasure, re-equip themselves, purchase or commission magic items if allowed by system, assess their successes-failures-goals-desires-assets, and generally take a deep breath. And from there they get the chance to ask the DM what's going on in the world (the DM takes on the role of newscaster for a moment); and then process this information through the filter of their own goals etc. and decide - without any DM framing - what they're going do next.</p><p></p><p>And at this point the players are in effect telling the DM what to frame next, via exercising the agency provided by choice.</p><p></p><p>I far prefer this over the 4e-5e model where you can be near death several times during a day yet be right as rain the next morning.</p><p></p><p>That said, the 1e model as written is too slow even for me; and we long ago fixed it to something we like that's between those two extremes.</p><p></p><p>Where I don't at all mind different classes using different resource schemes - not everyone has to be the same. <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=":)" /> 4e went way too far in this idea of streamlining the classes and making them all more similar to each other.</p><p></p><p>Lan-"an overnight rest gets you back 1/10 of your full hit points, rounding any and all fractions up"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7361756, member: 29398"] True. I'm mostly trying to point out the agency that players in 'go where the action is' games are missing out on. As long as they know they're missing out on it and are cool with that, then fill yer boots. :) Actually, IME it never does; at least not permanently. I'm starting to look forward to the next time I can play in a start-out-fresh-at-1st-level party again, where every copper piece you find is a big deal and you're not expected to save the known world every other adventure. I find most want to start seeing some sort of overarching story develop out of what they do, but at the same time don't become all that concerned about cinematic or heroic play as such. (that said, we don't really do 'heroic' play here; it's more like 'murderhoboes with occasional flickers of conscience') This isn't what I mean. I'm more getting at the granularity of interactions while adventuring...that every intersecting passage gets described and the party given a choice which way to go, for example, rather than jumping them straight to the 'action' scene in the throne room. I've looked at 4e a bit, in terms of converting some of its adventures for my own game, and found that wherever a module suggests a skill challenge it's really saying 'here's a nice quick mechanical shortcut around all this exploration or negotiation they'll otherwise have to do'. I don't want those shortcuts; I want to play out the exploration or negotiation or whatever in a much more granular fashion. Where I know I'm going to see what happens in the game sooner or later anyway, and I'm not (usually) so eager to get to the next character/game/situation that I'm willing to shortchange this one. As I even say in my houserules introduction (paraphrased here): it doesn't matter if little or no actual adventuring gets done during a session as long as everyone has fun. What I mean by this is that if the PCs want to spend the session arguing with each other or chasing red herrings or telling war stories or whatever it's fine with me, as long as what they're doing is game-related. If the players drift off into a long discussion about politics or hockey or food , that's different; and I'll steer them back to the game at hand. I'm not sure I completely agree here: I've had some great situations arise out of the use of recurring villains. In my current game there's one villain they've beaten (I think) 5 times now - each a clone of the original except the most recent one met, which was the original - and they've reason to believe there's at least one more of her out there somewhere. The trick is to have her show up in different and unexpected situations - so far she's been met as the boss of two different (and widely separated) dungeons, a leader of an enemy army, a quasi-wandering monster, and the sidekick of another dungeon boss. I agree, but is the hour of table time spent in planning even possible if they're being framed into the next scene right away? I'm thinking even less structured than that; a situation where the players / PCs can stop, divide their treasure, re-equip themselves, purchase or commission magic items if allowed by system, assess their successes-failures-goals-desires-assets, and generally take a deep breath. And from there they get the chance to ask the DM what's going on in the world (the DM takes on the role of newscaster for a moment); and then process this information through the filter of their own goals etc. and decide - without any DM framing - what they're going do next. And at this point the players are in effect telling the DM what to frame next, via exercising the agency provided by choice. I far prefer this over the 4e-5e model where you can be near death several times during a day yet be right as rain the next morning. That said, the 1e model as written is too slow even for me; and we long ago fixed it to something we like that's between those two extremes. Where I don't at all mind different classes using different resource schemes - not everyone has to be the same. :) 4e went way too far in this idea of streamlining the classes and making them all more similar to each other. Lan-"an overnight rest gets you back 1/10 of your full hit points, rounding any and all fractions up"-efan [/QUOTE]
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