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General Tabletop Discussion
*TTRPGs General
Why do DM's like Dark, gritty worlds and players the opposite?
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<blockquote data-quote="Raven Crowking" data-source="post: 4985085" data-attributes="member: 18280"><p>Not so.</p><p></p><p>Certainly there is plenty of <strong><em>opportunity</em></strong> in the old modules, but if you followed the advice in the 1e DMG, <strong><em>opportunity =/= acquisition</em></strong>. It is only coupling the modules with a different game philosophy than earlier D&D presented that causes the apparent paradox. In Dragon, for example, the one printed instance of someone going through the G series tournament shows that the major treasures of G1 were completely missed.</p><p>IOW, the plethora of opportunity exists because it was expected that only a fraction of that opportunity would become actualized.</p><p></p><p>I still run games this way today. And, believe me, the fraction of opportunity that is actualized is usually less than 50%....seldom more than 75%, even for the best gamers I have played with (and my sample set numbers over 100). IMHO, and IME, this is still the most fun type of gaming experience, with two caveats:</p><p></p><p>(1) The DM actually allows player choices to determine how much opportunity is actualized. I.e., the DM doesn't attempt to lead the PCs to what he thinks should happen.</p><p></p><p>(2) The DM doesn't tell the players what the PCs missed. I.e., the players are told what the PCs know, and are not shown the old man behind the curtain.</p><p></p><p>Together, these ensure that there is a lot to be found, that PC actions lead to every find (and hence the players have a real sense of accomplishment), and that the players don't feel screwed by what they didn't find (because, optimally, they usually don't know it).</p><p></p><p>Anyone who finds the modules and the 1e advice schitzophrenic, I expect, is doing so because they are not actually following the advice given.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4985085, member: 18280"] Not so. Certainly there is plenty of [B][I]opportunity[/I][/B] in the old modules, but if you followed the advice in the 1e DMG, [B][I]opportunity =/= acquisition[/I][/B]. It is only coupling the modules with a different game philosophy than earlier D&D presented that causes the apparent paradox. In Dragon, for example, the one printed instance of someone going through the G series tournament shows that the major treasures of G1 were completely missed. IOW, the plethora of opportunity exists because it was expected that only a fraction of that opportunity would become actualized. I still run games this way today. And, believe me, the fraction of opportunity that is actualized is usually less than 50%....seldom more than 75%, even for the best gamers I have played with (and my sample set numbers over 100). IMHO, and IME, this is still the most fun type of gaming experience, with two caveats: (1) The DM actually allows player choices to determine how much opportunity is actualized. I.e., the DM doesn't attempt to lead the PCs to what he thinks should happen. (2) The DM doesn't tell the players what the PCs missed. I.e., the players are told what the PCs know, and are not shown the old man behind the curtain. Together, these ensure that there is a lot to be found, that PC actions lead to every find (and hence the players have a real sense of accomplishment), and that the players don't feel screwed by what they didn't find (because, optimally, they usually don't know it). Anyone who finds the modules and the 1e advice schitzophrenic, I expect, is doing so because they are not actually following the advice given. RC [/QUOTE]
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Why do DM's like Dark, gritty worlds and players the opposite?
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