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<blockquote data-quote="Lanefan" data-source="post: 9040349" data-attributes="member: 29398"><p>Both and neither, at the same time.</p><p></p><p>The quesiton is more, which is more contrived? Put another way, is the GM intending to put goblins in the way no matter which way the PCs go, or is she willing to honour her prep such that if the PCs go north they meet goblins, if they go south they meet the orcs they're looking for, if they go east they meet giants, and if they go west they'd better have a boat?</p><p></p><p>If that system is intentionally geared toward shorter campaigns - as WotC D&D has been all along - my point stands.</p><p></p><p>I agree with the bolded. That said, sometimes it also goes the other way, where longevity of play leads to greater enjoyment.</p><p></p><p>In either case, however, the system in use still has to be able to handle this longer play if and when it arises.</p><p></p><p>So it would seem. And yet those same games, if I'm reading the various play examples correctly, seem to generally eschew interaction with the greater setting beyond that which affects the PCs in the immediate moment.</p><p></p><p>Example: when a group of PCs are in town for a bit of downtime, is the GM able to proactively throw in a 30-second-at-the-table "news report" along the lines of "Word on the street is that there's war in the far north, probably against giants; there's a peasant revolt in Spieadeia [a known place south of here] that might still be going; and next week's local harvest celebration/holiday will be grand as there's a bumper crop this year".</p><p></p><p>Just little things, that reinforce the idea that there's a world out there beyond just what the PCs can see right now.</p><p></p><p>I don;t mind deep character interactions at all, when it's with other characters and with peope in the greater setting. What I tend to avoid (in all media) is the sort of deep character introspection and internal angst that some here seem to very much enjoy - I see more than enough of that in real life through knowing/having known people who delight in it, and it often strikes me as pointless there too. Having that sort of introspection be the - or a - focus of the game would see me running for the hills right quick. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 9040349, member: 29398"] Both and neither, at the same time. The quesiton is more, which is more contrived? Put another way, is the GM intending to put goblins in the way no matter which way the PCs go, or is she willing to honour her prep such that if the PCs go north they meet goblins, if they go south they meet the orcs they're looking for, if they go east they meet giants, and if they go west they'd better have a boat? If that system is intentionally geared toward shorter campaigns - as WotC D&D has been all along - my point stands. I agree with the bolded. That said, sometimes it also goes the other way, where longevity of play leads to greater enjoyment. In either case, however, the system in use still has to be able to handle this longer play if and when it arises. So it would seem. And yet those same games, if I'm reading the various play examples correctly, seem to generally eschew interaction with the greater setting beyond that which affects the PCs in the immediate moment. Example: when a group of PCs are in town for a bit of downtime, is the GM able to proactively throw in a 30-second-at-the-table "news report" along the lines of "Word on the street is that there's war in the far north, probably against giants; there's a peasant revolt in Spieadeia [a known place south of here] that might still be going; and next week's local harvest celebration/holiday will be grand as there's a bumper crop this year". Just little things, that reinforce the idea that there's a world out there beyond just what the PCs can see right now. I don;t mind deep character interactions at all, when it's with other characters and with peope in the greater setting. What I tend to avoid (in all media) is the sort of deep character introspection and internal angst that some here seem to very much enjoy - I see more than enough of that in real life through knowing/having known people who delight in it, and it often strikes me as pointless there too. Having that sort of introspection be the - or a - focus of the game would see me running for the hills right quick. :) [/QUOTE]
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