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What Single Thing Would You Eliminate
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8244429" data-attributes="member: 82106"><p>This seems to be more of an issue of characters which are too limited in scope of what they can do. Why is the character wading into a repeating series of fights where their options are limited to 'jump into melee and slug it out'? That and see below.</p><p></p><p>And why not break out of the 'endless series of fights to the death' paradigm that seems to pervade D&D, both in play and in terms of how it is designed. I look at what the players goals and interests are, and then I craft stories and encounters (which are small stories themselves) which engage those things. If the character decided he's attracted to the guard captain, then there are stakes for you! Maybe the PCs just need to find something, or get past the bad guys, or create a diversion. Or maybe the roof starts to cave in, etc. Make it exciting and dynamic and engaging the specific characters.</p><p></p><p>I mean, NOBODY is going to get much drama out of "a square room with 4 orcs in it. They leap up and grab their weapons! Roll for initiative." It might work once, but effective narrative needs a bit more to work with, and not just some minor differences in scenery. Plot needs more.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8244429, member: 82106"] This seems to be more of an issue of characters which are too limited in scope of what they can do. Why is the character wading into a repeating series of fights where their options are limited to 'jump into melee and slug it out'? That and see below. And why not break out of the 'endless series of fights to the death' paradigm that seems to pervade D&D, both in play and in terms of how it is designed. I look at what the players goals and interests are, and then I craft stories and encounters (which are small stories themselves) which engage those things. If the character decided he's attracted to the guard captain, then there are stakes for you! Maybe the PCs just need to find something, or get past the bad guys, or create a diversion. Or maybe the roof starts to cave in, etc. Make it exciting and dynamic and engaging the specific characters. I mean, NOBODY is going to get much drama out of "a square room with 4 orcs in it. They leap up and grab their weapons! Roll for initiative." It might work once, but effective narrative needs a bit more to work with, and not just some minor differences in scenery. Plot needs more. [/QUOTE]
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