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Why Do You Hate An RPG System?
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<blockquote data-quote="Blue" data-source="post: 8477474" data-attributes="member: 20564"><p>Nah, I have and will again run non-level specific worlds in D&D. Hexcrawls are not the only type of game where players have multiple hooks and decide which they deem are important. Even when running more traditional level-focused D&D, foreshadowing "there's a dragon sleeping in the volcano, don't go there yet" is perfectly fine. Sets up future badness, as well as removes the "huh, if there was a dragon in the area why did we never hear of it" immersion break when it does show up.</p><p></p><p>When running a non-level specific world I've had options where they encounter things that are likely beyond them - but have reasons not to pursue (protect nest, etc.) and/or reasonable ways to escape (something D&D does poorly out of the box) in order that if some/all of the players need a reminder that it <em>really is</em> non-level specific, I can bring home in a visceral lesson that it is, but also do so in such a way that as long as give up the "it's here to fight, we can obviously beat it" and are willing to retreat that they can.</p><p></p><p>It's one of the reasons that I like 13th Age as a D&D-like game. A successful retreat - with everyone including the unconcious and the dead - is always on the table in exchange for a campaign loss.</p></blockquote><p></p>
[QUOTE="Blue, post: 8477474, member: 20564"] Nah, I have and will again run non-level specific worlds in D&D. Hexcrawls are not the only type of game where players have multiple hooks and decide which they deem are important. Even when running more traditional level-focused D&D, foreshadowing "there's a dragon sleeping in the volcano, don't go there yet" is perfectly fine. Sets up future badness, as well as removes the "huh, if there was a dragon in the area why did we never hear of it" immersion break when it does show up. When running a non-level specific world I've had options where they encounter things that are likely beyond them - but have reasons not to pursue (protect nest, etc.) and/or reasonable ways to escape (something D&D does poorly out of the box) in order that if some/all of the players need a reminder that it [I]really is[/I] non-level specific, I can bring home in a visceral lesson that it is, but also do so in such a way that as long as give up the "it's here to fight, we can obviously beat it" and are willing to retreat that they can. It's one of the reasons that I like 13th Age as a D&D-like game. A successful retreat - with everyone including the unconcious and the dead - is always on the table in exchange for a campaign loss. [/QUOTE]
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