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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="aboyd" data-source="post: 4986335" data-attributes="member: 44797"><p>I don't know why RC is obligated to use wording that protects your game. We're not allowed to use negative connotations for a particular edition?</p><p></p><p>I do not like that early editions used THAC0. I prefer the unified d20 mechanic. I would describe THAC0 as "sucky." But do I need to <em>not</em> say the truth about my opinion to protect someone who worries that if I call it sucky "someone unfamiliar with 1E could garner a negative view of the game?" I mean, isn't that the point? To convey a negative view of the game?</p><p></p><p>I mean that as a legitimate question, and probably more for the mods. I don't know if the rules of En World really suggest this heightened level of PC-ness. I'd love to know.</p><p></p><p>In any case, with regards to the discussion about treasure parcels being coupled with the combat encounters, I actually like the idea in concept. However, I prefer 3.x modules, which follow the "find it or lose it" philosophy. For example, the DCC module Bloody Jack's Gold from Goodman Games has a massive treasure hoard. It's totally inappropriate for the level. It's also a PITA to find, and the module kinda assumes that the DM will allow the players to miss it.</p><p></p><p>The DCC module The Sinister Secret of Whiterock contains a secret treasure room near the beginning. It's entirely possible that wily players could find it, avoid the rest of the module, and pretty much just walk away with all the loot before finishing all the encounters. However, again, the module seems to have another assumption in mind -- the treasure room isn't obvious, and typically a party would pass it by and continue on.</p><p></p><p>So while I like the idea of spontaneously coupling a treasure parcel to an encounter, I find these DCC modules from Goodman Games are more interesting to me. I like the "find it or lose it" mentality. I like my dungeon to be mapped out beforehand, and to be as it is regardless of what the PCs cover.</p></blockquote><p></p>
[QUOTE="aboyd, post: 4986335, member: 44797"] I don't know why RC is obligated to use wording that protects your game. We're not allowed to use negative connotations for a particular edition? I do not like that early editions used THAC0. I prefer the unified d20 mechanic. I would describe THAC0 as "sucky." But do I need to [i]not[/i] say the truth about my opinion to protect someone who worries that if I call it sucky "someone unfamiliar with 1E could garner a negative view of the game?" I mean, isn't that the point? To convey a negative view of the game? I mean that as a legitimate question, and probably more for the mods. I don't know if the rules of En World really suggest this heightened level of PC-ness. I'd love to know. In any case, with regards to the discussion about treasure parcels being coupled with the combat encounters, I actually like the idea in concept. However, I prefer 3.x modules, which follow the "find it or lose it" philosophy. For example, the DCC module Bloody Jack's Gold from Goodman Games has a massive treasure hoard. It's totally inappropriate for the level. It's also a PITA to find, and the module kinda assumes that the DM will allow the players to miss it. The DCC module The Sinister Secret of Whiterock contains a secret treasure room near the beginning. It's entirely possible that wily players could find it, avoid the rest of the module, and pretty much just walk away with all the loot before finishing all the encounters. However, again, the module seems to have another assumption in mind -- the treasure room isn't obvious, and typically a party would pass it by and continue on. So while I like the idea of spontaneously coupling a treasure parcel to an encounter, I find these DCC modules from Goodman Games are more interesting to me. I like the "find it or lose it" mentality. I like my dungeon to be mapped out beforehand, and to be as it is regardless of what the PCs cover. [/QUOTE]
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Why do DM's like Dark, gritty worlds and players the opposite?
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