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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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<blockquote data-quote="pemerton" data-source="post: 6282857" data-attributes="member: 42582"><p>The way you write this implies that cutting to the chase is the explanation for why the campaign didn't last much longer. But even if that's true in this particular case, it can't be generalised. I very much preer to cut to the chase, and have zero interest in Gygax-style "looting as a further element of play", but my current campaign is in its 6th year and two of the players in my group have been in the group for 17 years.</p><p></p><p>So there is nothing about a fairly hard scene-framing approach per se that is inimical to serious and long-term play.</p><p></p><p>I can't speak for [MENTION=177]Umbran[/MENTION], but in my case I want the game to be engaging. For me, mapping dungeons, or spending play time working out whether or not a Hammer of Thunderbolts is hidden in a secret compartment, is not engaging. I personally find it a bit tedious. If a conflict has been resolved, I prefer to frame the ingame situation into the next conflict.</p><p></p><p>Sure. But this is not a reason to avoid reasonably hard scene-framing. Nor is it a reason to avoid levelling. If part of the campaign conceit is that the scope and consequences of play will expand (heroic > paragon > epic) then levelling is inherent to enjoying and experiencing the game together at the table.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6282857, member: 42582"] The way you write this implies that cutting to the chase is the explanation for why the campaign didn't last much longer. But even if that's true in this particular case, it can't be generalised. I very much preer to cut to the chase, and have zero interest in Gygax-style "looting as a further element of play", but my current campaign is in its 6th year and two of the players in my group have been in the group for 17 years. So there is nothing about a fairly hard scene-framing approach per se that is inimical to serious and long-term play. I can't speak for [MENTION=177]Umbran[/MENTION], but in my case I want the game to be engaging. For me, mapping dungeons, or spending play time working out whether or not a Hammer of Thunderbolts is hidden in a secret compartment, is not engaging. I personally find it a bit tedious. If a conflict has been resolved, I prefer to frame the ingame situation into the next conflict. Sure. But this is not a reason to avoid reasonably hard scene-framing. Nor is it a reason to avoid levelling. If part of the campaign conceit is that the scope and consequences of play will expand (heroic > paragon > epic) then levelling is inherent to enjoying and experiencing the game together at the table. [/QUOTE]
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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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