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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="erucsbo" data-source="post: 4649402" data-attributes="member: 40110"><p>Normally I'm pretty good at this, but if you dangle the carrot too far away or don't let them have enough bites then player frustration takes centre stage.</p><p> </p><p>Single monster battles, especially with a large adventuring party, are harder to "cheat" at without it either being obvious or totally dissing intelligent PC play.</p><p> </p><p>We've been going through the WLD for over 3 years now (with the occassional alternate gaming session to keep some variety in the mix), and (imho) due to the age, personality and circumstances of the players it is starting to take its toll. They really just want to get out and Tyrus and the World Eater are the two large story elements that need to be dealt with.</p><p> </p><p></p><p> </p><p>No apology necessary. It all comes down to player motivations for gaming. Some like to explore facets of their personality (role-players), some to test themselves (problem solvers), some like building the best character they can (power-gamers / min-maxers / munchkins), some for the creative story-telling experience (story tellers), some just for the socialisation (beer & pretzels) (and there are probably others that I have forgotten). I need to (continue to) provide a gaming experience that fits my players' motivations.</p><p> </p><p>Doesn't happen all that often. Only occurred a few times in my game so far - and they <em>are</em> challenged, though more often by the secondary encounters than the big ones (where they plan a lot more). The times that more than 100hps has been dealt in a round are rare enough that they are still causes for celebration rather than ennui.</p><p>Some of the players, too, get bored if they don't have a combat. We avoided the elves because of that - a heavy "role-playing" session is not what the vast majority of my players are after - which means that N is more likely going to be a slog rather than playing the three major undead off against each other.</p><p>WLD has definitely been worth it, generating many memorable moments (and those are the things that get recalled years later), and we have pretty much limited ourselves to the SRD (except for a few feats from the PHB2 and a couple of other variants). The players have tailored the characters for the environment though (environment is pretty well defined, no one has taken feats for mounted combat etc) and with the Tomb beckoning there will be heavy prepping for undead and traps.</p><p>Once free of the WLD I will still have the frost giants and the Terrasque available as separate adventures (with minor modifications).</p><p>As long as the players keep showing up and we can have a good time (we're more beer & pretzels players) then I'll keep doing things pretty much the same.</p></blockquote><p></p>
[QUOTE="erucsbo, post: 4649402, member: 40110"] Normally I'm pretty good at this, but if you dangle the carrot too far away or don't let them have enough bites then player frustration takes centre stage. Single monster battles, especially with a large adventuring party, are harder to "cheat" at without it either being obvious or totally dissing intelligent PC play. We've been going through the WLD for over 3 years now (with the occassional alternate gaming session to keep some variety in the mix), and (imho) due to the age, personality and circumstances of the players it is starting to take its toll. They really just want to get out and Tyrus and the World Eater are the two large story elements that need to be dealt with. No apology necessary. It all comes down to player motivations for gaming. Some like to explore facets of their personality (role-players), some to test themselves (problem solvers), some like building the best character they can (power-gamers / min-maxers / munchkins), some for the creative story-telling experience (story tellers), some just for the socialisation (beer & pretzels) (and there are probably others that I have forgotten). I need to (continue to) provide a gaming experience that fits my players' motivations. Doesn't happen all that often. Only occurred a few times in my game so far - and they [I]are[/I] challenged, though more often by the secondary encounters than the big ones (where they plan a lot more). The times that more than 100hps has been dealt in a round are rare enough that they are still causes for celebration rather than ennui. Some of the players, too, get bored if they don't have a combat. We avoided the elves because of that - a heavy "role-playing" session is not what the vast majority of my players are after - which means that N is more likely going to be a slog rather than playing the three major undead off against each other. WLD has definitely been worth it, generating many memorable moments (and those are the things that get recalled years later), and we have pretty much limited ourselves to the SRD (except for a few feats from the PHB2 and a couple of other variants). The players have tailored the characters for the environment though (environment is pretty well defined, no one has taken feats for mounted combat etc) and with the Tomb beckoning there will be heavy prepping for undead and traps. Once free of the WLD I will still have the frost giants and the Terrasque available as separate adventures (with minor modifications). As long as the players keep showing up and we can have a good time (we're more beer & pretzels players) then I'll keep doing things pretty much the same. [/QUOTE]
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