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<blockquote data-quote="gizmo33" data-source="post: 3763526" data-attributes="member: 30001"><p>Ok, I think I see what you're describing now. You are describing something that is very much in the "story-teller" style of gaming. It's not my particular style, but I at least see a strong degree of consistency between the rules you favor and the outcome they are designed to produce. This is not the case with the "per-encounter" stuff on this thread IMO.</p><p></p><p>BTW - I read Monte's comments on the DnD spell system on the link that you posted and I find it strangely as paradoxical as a lot of the comments on this thread. He defines certain types of adversity (like running out of resources) as "unfun" without giving me a clear sense of how distinguishes between "fun" and "unfun" adversity. He talks about how resting to recover resources can interfere with the ongoing "plot" of the adventure - was "plot" really covered in the 3E DMG as a major consideration for adventure design? When did DnD become a story-teller game, I wonder? </p><p></p><p>But then he turns around and says something like "but daily resource management is a cool part of the game and something I wish all character classes had". The change I found to be startling and weird. Why in the world would he say resource management is unfun and that it interferes with some important aspect of the game but then turn around and say it's a good thing? </p><p></p><p>Anyway, it didn't make any sense to me, probably because he really didn't explain his statements with any substance. Most of his statements were made, AFAICT, with a sort of assumption that the reader would share his preferences. If that's not it, I'm stumped.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3763526, member: 30001"] Ok, I think I see what you're describing now. You are describing something that is very much in the "story-teller" style of gaming. It's not my particular style, but I at least see a strong degree of consistency between the rules you favor and the outcome they are designed to produce. This is not the case with the "per-encounter" stuff on this thread IMO. BTW - I read Monte's comments on the DnD spell system on the link that you posted and I find it strangely as paradoxical as a lot of the comments on this thread. He defines certain types of adversity (like running out of resources) as "unfun" without giving me a clear sense of how distinguishes between "fun" and "unfun" adversity. He talks about how resting to recover resources can interfere with the ongoing "plot" of the adventure - was "plot" really covered in the 3E DMG as a major consideration for adventure design? When did DnD become a story-teller game, I wonder? But then he turns around and says something like "but daily resource management is a cool part of the game and something I wish all character classes had". The change I found to be startling and weird. Why in the world would he say resource management is unfun and that it interferes with some important aspect of the game but then turn around and say it's a good thing? Anyway, it didn't make any sense to me, probably because he really didn't explain his statements with any substance. Most of his statements were made, AFAICT, with a sort of assumption that the reader would share his preferences. If that's not it, I'm stumped. [/QUOTE]
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