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Worlds of Design: Why Buy Adventures?
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<blockquote data-quote="TheSword" data-source="post: 9466315" data-attributes="member: 6879661"><p>I had a DM online recently who seemed primed to react our party doing crazy illogical whimsical stuff but unable to plan sensible, considered thoughtful stuff. When we didn’t act weird and murder-hoboish, and actually focused on what signals we were getting from the campaign he seemed unable to respond.</p><p></p><p>He was great at making a random encounter in a pub fill a 2 hour session but seemed to find it hard to consider logical outcomes, string clues together, foreshadow events, give us a sense we were learning about real occurrences in the campaign. It meant we only had our previous encounters to inform us and reason with. Stagnating and looking back.</p><p></p><p>That’s what winging it feels like to me as a player… make-work, idling around waiting for the lesser of who cares.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9466315, member: 6879661"] I had a DM online recently who seemed primed to react our party doing crazy illogical whimsical stuff but unable to plan sensible, considered thoughtful stuff. When we didn’t act weird and murder-hoboish, and actually focused on what signals we were getting from the campaign he seemed unable to respond. He was great at making a random encounter in a pub fill a 2 hour session but seemed to find it hard to consider logical outcomes, string clues together, foreshadow events, give us a sense we were learning about real occurrences in the campaign. It meant we only had our previous encounters to inform us and reason with. Stagnating and looking back. That’s what winging it feels like to me as a player… make-work, idling around waiting for the lesser of who cares. [/QUOTE]
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Worlds of Design: Why Buy Adventures?
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