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General Tabletop Discussion
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What Should An Introductory Scenario Look Like?
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<blockquote data-quote="Reynard" data-source="post: 9530451" data-attributes="member: 467"><p>For a scenario that is introducing at least moderately experienced TTRPG players to a new game, I think the most important thing is to get the math right in the challenges and obstacles (whatever that means for the game in question). This is especially true if we are assuming that the GM is new to the new game, too, but even if not it is just too much work for a GM to try and teach a game while also rebalancing the encounter math.</p><p></p><p>I don't actually think absolute freedom is a desirable element. I think a couple meaningful choices is enough, and you want to make sure the players are exposed to the elements that make that game unique (which might require a dash of railroading).</p></blockquote><p></p>
[QUOTE="Reynard, post: 9530451, member: 467"] For a scenario that is introducing at least moderately experienced TTRPG players to a new game, I think the most important thing is to get the math right in the challenges and obstacles (whatever that means for the game in question). This is especially true if we are assuming that the GM is new to the new game, too, but even if not it is just too much work for a GM to try and teach a game while also rebalancing the encounter math. I don't actually think absolute freedom is a desirable element. I think a couple meaningful choices is enough, and you want to make sure the players are exposed to the elements that make that game unique (which might require a dash of railroading). [/QUOTE]
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What Should An Introductory Scenario Look Like?
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