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<blockquote data-quote="IanArgent" data-source="post: 3811829" data-attributes="member: 21673"><p>I don't have children yet. At any rate, I've never liked Chutes & Ladders for exactly that reason. I don't care for pure-random mechanics in games, certainly not in RPGs. I know, in reality, crap happens. In a story, crap happens, in the end, for a reason. Even in a Tom Clancy novel (the king, IMO, of random occurrence), the "random" occurrences drive the plot.</p><p></p><p>That having been said, I'm fine with the PCs derailing the plot, as long as it doesn't impact the ability to tell a story that's fun for all participants.</p><p></p><p></p><p></p><p>I'm not arguing that the designer should have the whip hand in adventures. In some ways I want the exact opposite. I want a game that someone who is unfamiliar with the capabilities and intentions of my party can design an adventure, that I can take, off the shelf, and run with no more prep than reading it through once, and have that adventure be fun, exciting, and "correct" for my party. If I can't have that, I want a system where I can correct "on-the-fly" for "incorrect" encounters/monsters/etc. </p><p></p><p>Onc eyou have a solid foundation, you can build what you want on it. Right now, 3.5 does not have that solid foundation - the design is too ad-hoc, too dependent on the DM having time to prep, and too dependent, quite frankly, on the DM being overly competent. I have a <em>lot</em> harder time running a D&D adventure from a module than I do running SR off the top of my head. To a certain extent, I have a harder time running a module in D&D than I do running an adventure off the top of my head - and that's not a good thing.</p></blockquote><p></p>
[QUOTE="IanArgent, post: 3811829, member: 21673"] I don't have children yet. At any rate, I've never liked Chutes & Ladders for exactly that reason. I don't care for pure-random mechanics in games, certainly not in RPGs. I know, in reality, crap happens. In a story, crap happens, in the end, for a reason. Even in a Tom Clancy novel (the king, IMO, of random occurrence), the "random" occurrences drive the plot. That having been said, I'm fine with the PCs derailing the plot, as long as it doesn't impact the ability to tell a story that's fun for all participants. I'm not arguing that the designer should have the whip hand in adventures. In some ways I want the exact opposite. I want a game that someone who is unfamiliar with the capabilities and intentions of my party can design an adventure, that I can take, off the shelf, and run with no more prep than reading it through once, and have that adventure be fun, exciting, and "correct" for my party. If I can't have that, I want a system where I can correct "on-the-fly" for "incorrect" encounters/monsters/etc. Onc eyou have a solid foundation, you can build what you want on it. Right now, 3.5 does not have that solid foundation - the design is too ad-hoc, too dependent on the DM having time to prep, and too dependent, quite frankly, on the DM being overly competent. I have a [i]lot[/i] harder time running a D&D adventure from a module than I do running SR off the top of my head. To a certain extent, I have a harder time running a module in D&D than I do running an adventure off the top of my head - and that's not a good thing. [/QUOTE]
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