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[WotC's recent insanity] I think I've Figured It Out
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<blockquote data-quote="fumetti" data-source="post: 5429379" data-attributes="member: 6667461"><p>Simply saying in passing that adventuring is important is not the same as actually making it important in the game's rules.</p><p></p><p>The passage you quoted is like saying "yes, honey, talking is very important" and then skipping past it.</p><p> </p><p></p><p></p><p>Excuse me for using the word summarize to summarize what the text was suggesting.</p><p> </p><p></p><p></p><p>Here's where you and 4E just don't get what we're trying to say. By skipping over what seems unimportant, and rushing to the scenario that is important, you give players advanced notice that "hey, this particular clearing is an event." The players don't discover it, they don't have a chance to miss it due to negligence. There's just no adventuring element to the game when you do it that way. It's like watching a football game where you only see the scoring (but the drives leading up to that score is what tells the story of it.)</p><p></p><p>That kind of structure just robs the thrill of not knowing what's around the next bend...because you <em>do know</em>. Everytime you're not skipping, you're at the encounter.</p><p></p><p>I would find a game very boring that just teleported me from fight to fight to fight, with no thrill of the unknown, no sense of discovery. What the DMG describes looks to me like an abridged form of DnD.</p><p></p><p>But whatever. To each their own.</p></blockquote><p></p>
[QUOTE="fumetti, post: 5429379, member: 6667461"] Simply saying in passing that adventuring is important is not the same as actually making it important in the game's rules. The passage you quoted is like saying "yes, honey, talking is very important" and then skipping past it. Excuse me for using the word summarize to summarize what the text was suggesting. Here's where you and 4E just don't get what we're trying to say. By skipping over what seems unimportant, and rushing to the scenario that is important, you give players advanced notice that "hey, this particular clearing is an event." The players don't discover it, they don't have a chance to miss it due to negligence. There's just no adventuring element to the game when you do it that way. It's like watching a football game where you only see the scoring (but the drives leading up to that score is what tells the story of it.) That kind of structure just robs the thrill of not knowing what's around the next bend...because you [I]do know[/I]. Everytime you're not skipping, you're at the encounter. I would find a game very boring that just teleported me from fight to fight to fight, with no thrill of the unknown, no sense of discovery. What the DMG describes looks to me like an abridged form of DnD. But whatever. To each their own. [/QUOTE]
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