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<blockquote data-quote="Stormonu" data-source="post: 5984004" data-attributes="member: 52734"><p>Why is it so hard for me to put my style in words?</p><p></p><p>I like presenting a story, but it's up to the PCs to decide whether they will bite on the hook and success or failure is clearly in their hands. I don't do railroads, but I don't do sandbox either; I find my players want some direction, but they don't want be led by the nose.</p><p></p><p>Adventurers are the stars of the story, with some plot armor. They are capable, but not exceptional or invincible; there's always someone waiting in the wings to pick up their story. Sometimes, they can fail, but that doesn't always mean death.</p><p></p><p>I like a slightly realistic world with occasional fantastic elements. Everyday magic is not to my liking. NPCs/monsters don't have to be built like players, but an NPC shouldn't be able to do something that a PC couldn't eventually learn how to do themselves or replicate.</p><p></p><p>I like a mix of pure RP and combat. I'm not much for tactic-rich combat like 4E, as I tend to be a poor tactician, but I do like to put out minis to help illustrate positions and visualize exploration of the dungeon.</p><p></p><p>I prefer for players to track resources such as arrows, spells per day, magic item charges, encumbrance, etc. - but I've got so much going on in the game <em>I</em>, as DM, don't want to be responsible for tracking it.</p><p></p><p>I do track XP; it gives me a way to gauge how quickly or slowly the characters should be advancing according to RAW - especially since expected wealth is tied to level (advancement) in 3E/4E.</p><p></p><p>I don't like to have to spend a lot of time on prep any more; PCs can be complicated to build, so long as that complexity doesn't appear at the table - and I shouldn't have to go over the build myself to make sure it's right.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5984004, member: 52734"] Why is it so hard for me to put my style in words? I like presenting a story, but it's up to the PCs to decide whether they will bite on the hook and success or failure is clearly in their hands. I don't do railroads, but I don't do sandbox either; I find my players want some direction, but they don't want be led by the nose. Adventurers are the stars of the story, with some plot armor. They are capable, but not exceptional or invincible; there's always someone waiting in the wings to pick up their story. Sometimes, they can fail, but that doesn't always mean death. I like a slightly realistic world with occasional fantastic elements. Everyday magic is not to my liking. NPCs/monsters don't have to be built like players, but an NPC shouldn't be able to do something that a PC couldn't eventually learn how to do themselves or replicate. I like a mix of pure RP and combat. I'm not much for tactic-rich combat like 4E, as I tend to be a poor tactician, but I do like to put out minis to help illustrate positions and visualize exploration of the dungeon. I prefer for players to track resources such as arrows, spells per day, magic item charges, encumbrance, etc. - but I've got so much going on in the game [I]I[/I], as DM, don't want to be responsible for tracking it. I do track XP; it gives me a way to gauge how quickly or slowly the characters should be advancing according to RAW - especially since expected wealth is tied to level (advancement) in 3E/4E. I don't like to have to spend a lot of time on prep any more; PCs can be complicated to build, so long as that complexity doesn't appear at the table - and I shouldn't have to go over the build myself to make sure it's right. [/QUOTE]
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