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<blockquote data-quote="gizmo33" data-source="post: 3801005" data-attributes="member: 30001"><p>"Context", in the "context" of what we were talking about earlier took on a more narrow definition of that part of the encounter design that was supposed to make an encounter interesting when you remove the threat of death from an encounter under a per-encounter resource system. I don't know if "meaningful" is the same thing as "interesting" in what you're saying here, to me, they are slightly different things. An encounter can be interesting because of the tactical challenges it poses, without the encounter having to be meaningful to the overall campaign.</p><p></p><p></p><p></p><p>It's probably too big of a topic to discuss, but I don't actually find these two concepts to be polar opposites, nor do they even lie on the same spectrum IMO. I don't feel that giving "meaning" to an encounter (so as to avoid your second scenario) must necessarily lead you to a more contrived situation. Perhaps my definition of "meaning" here is different than yours, but I don't particularly feel that placing the princess in immediate peril of being eaten for purposes of making an encounter exciting does anything in terms of making the encounter more meaningful to the overall campaign.</p><p></p><p></p><p></p><p>Making sure that the princess is unconditionally 2 rounds from being eaten in order to assure that the party tackles the battle with the dragon then and there is an example of "keeping the party moving" in an all per-encounter design (it would also work in the per-day situation).</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3801005, member: 30001"] "Context", in the "context" of what we were talking about earlier took on a more narrow definition of that part of the encounter design that was supposed to make an encounter interesting when you remove the threat of death from an encounter under a per-encounter resource system. I don't know if "meaningful" is the same thing as "interesting" in what you're saying here, to me, they are slightly different things. An encounter can be interesting because of the tactical challenges it poses, without the encounter having to be meaningful to the overall campaign. It's probably too big of a topic to discuss, but I don't actually find these two concepts to be polar opposites, nor do they even lie on the same spectrum IMO. I don't feel that giving "meaning" to an encounter (so as to avoid your second scenario) must necessarily lead you to a more contrived situation. Perhaps my definition of "meaning" here is different than yours, but I don't particularly feel that placing the princess in immediate peril of being eaten for purposes of making an encounter exciting does anything in terms of making the encounter more meaningful to the overall campaign. Making sure that the princess is unconditionally 2 rounds from being eaten in order to assure that the party tackles the battle with the dragon then and there is an example of "keeping the party moving" in an all per-encounter design (it would also work in the per-day situation). [/QUOTE]
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