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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="jim pinto" data-source="post: 4648652" data-attributes="member: 17619"><p>There are a hundred ways for me to answer this, but it all boils down to the most under-described role of the GM in any RPG book you'll ever read… administration. The GM's role in a game is to make things appear seamless, whether or not they actually are.</p><p></p><p>Keeping challenges just out of range of the exploits of people who are better at math than you is one of the "cheats" of being a GM. Watching the PCs develop, means always knowing that the fighter can hit an AC 50 without trying very hard, which means… oops, this dragon has AC 51. All of a sudden, there's a challenge.</p><p></p><p>At it's best, the WLD over-planned for the worst kind of min-maxing. At it's worst, the WLD failed to ramp up in regions like J, which were re-written by me in two-weeks. The tactics and logic of the region were thought-through (trolls with fire resistance for instance), but the math could not accommodate every 3.x book that would arrive, skewing the data in unpredictable ways.</p><p></p><p>The advantage of table-top play vs. MMOs is the human-element, at the table, monitoring the action and knowing when you ebb and when to flow. I'm actually posting soon in my blog about this very thing (hit points and game tempo).</p><p></p><p>So. While I wrote a mammoth book of dungeon-crawl encounters, I really don't play THIS style of game. And if I did, I would mix 50% more story into the various sections of the dungeon that I really want to emphasize.</p><p></p><p>I sound like I'm defending myself. And I'm not. Sorry about the tone. I've been doing a lot of blogging and advice-writing lately. Hard to break the habit.</p><p></p><p>Question back at you. When do players get tired of doing 100+ points of damage in a round, game after game, and never being challenged?</p></blockquote><p></p>
[QUOTE="jim pinto, post: 4648652, member: 17619"] There are a hundred ways for me to answer this, but it all boils down to the most under-described role of the GM in any RPG book you'll ever read… administration. The GM's role in a game is to make things appear seamless, whether or not they actually are. Keeping challenges just out of range of the exploits of people who are better at math than you is one of the "cheats" of being a GM. Watching the PCs develop, means always knowing that the fighter can hit an AC 50 without trying very hard, which means… oops, this dragon has AC 51. All of a sudden, there's a challenge. At it's best, the WLD over-planned for the worst kind of min-maxing. At it's worst, the WLD failed to ramp up in regions like J, which were re-written by me in two-weeks. The tactics and logic of the region were thought-through (trolls with fire resistance for instance), but the math could not accommodate every 3.x book that would arrive, skewing the data in unpredictable ways. The advantage of table-top play vs. MMOs is the human-element, at the table, monitoring the action and knowing when you ebb and when to flow. I'm actually posting soon in my blog about this very thing (hit points and game tempo). So. While I wrote a mammoth book of dungeon-crawl encounters, I really don't play THIS style of game. And if I did, I would mix 50% more story into the various sections of the dungeon that I really want to emphasize. I sound like I'm defending myself. And I'm not. Sorry about the tone. I've been doing a lot of blogging and advice-writing lately. Hard to break the habit. Question back at you. When do players get tired of doing 100+ points of damage in a round, game after game, and never being challenged? [/QUOTE]
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