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<blockquote data-quote="Crazy Jerome" data-source="post: 4637658" data-attributes="member: 54877"><p>I'll second (or third) character level as being a big factor. I don't even need to compare against other groups, as the "sweet spot" is a huge factor even within my normal group:</p><p> </p><p>Levels: 1-3 or so - players feeling like they are bottom of the barrel, but generally willing to go along with an engaging storyline; Me, the GM, having absolutely no trouble providing something interesting.</p><p> </p><p>Levels: 4-12 or so - players increasingly enjoying themselves; Me still able to provide something interesting and having fun with a bit of extra drudge work.</p><p> </p><p>Levels: 13+ - players looking to push through something all the way to 20th; Me increasingly frustrated and looking for ways out.</p><p> </p><p>Well, the normal answer to the "sweet spot" is to play in the spot. However, that falls apart when people in the same group want to flirt with things out of range on opposite sides of the spot. All the other things that I do differently than the seeming majority of players (7-10 players, absolute zero fudge, etc.) are stylistic differences that obviously give a different experience--but they would (and have) give a different experience with <em>any</em> system. (In some ways, 3E adapts to that style of play easier than most systems.) </p><p> </p><p>The intersection of the 3E sweet spot with actual players or DMs always gives a bit of a different experience, and when you consider everyone in a group, the effects can be grossly magnified or mostly cancel each other out or anything in between.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 4637658, member: 54877"] I'll second (or third) character level as being a big factor. I don't even need to compare against other groups, as the "sweet spot" is a huge factor even within my normal group: Levels: 1-3 or so - players feeling like they are bottom of the barrel, but generally willing to go along with an engaging storyline; Me, the GM, having absolutely no trouble providing something interesting. Levels: 4-12 or so - players increasingly enjoying themselves; Me still able to provide something interesting and having fun with a bit of extra drudge work. Levels: 13+ - players looking to push through something all the way to 20th; Me increasingly frustrated and looking for ways out. Well, the normal answer to the "sweet spot" is to play in the spot. However, that falls apart when people in the same group want to flirt with things out of range on opposite sides of the spot. All the other things that I do differently than the seeming majority of players (7-10 players, absolute zero fudge, etc.) are stylistic differences that obviously give a different experience--but they would (and have) give a different experience with [I]any[/I] system. (In some ways, 3E adapts to that style of play easier than most systems.) The intersection of the 3E sweet spot with actual players or DMs always gives a bit of a different experience, and when you consider everyone in a group, the effects can be grossly magnified or mostly cancel each other out or anything in between. [/QUOTE]
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