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<blockquote data-quote="Argyle King" data-source="post: 5998713" data-attributes="member: 58416"><p>I do not want to give the impression I cannot have fun with different styles of play. I do.</p><p></p><p></p><p>However, my ideal would be -as I said- the world (generally speaking) is as it is. I'd prefer to not artificially apply encounter guidelines to it. If the PCs decide to go with a full on frontal assault against the BBEG's castle in the middle of the day, they will find forces which are consistent with that. Likewise, if they were to uncover that the BBEG were planning to send out his forces next week and planned their assault while his troops were at a lesser number, they would find forces consistent with that.</p><p></p><p>While GMing D&D, I do use encounter guidelines -albeit somewhat loosely, but that is because (imo) the players are trained to expect a certain definition of an encounter, and they tend to feel somewhat cheated when the game defies those definitions. At times, I feel more of the game revolves around artificial constructs such as encounter guidelines, level, and various other things than it revolves around what's going on in-game. That's not a method I prefer. It's something I can work with, but I'd prefer to go a different way.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5998713, member: 58416"] I do not want to give the impression I cannot have fun with different styles of play. I do. However, my ideal would be -as I said- the world (generally speaking) is as it is. I'd prefer to not artificially apply encounter guidelines to it. If the PCs decide to go with a full on frontal assault against the BBEG's castle in the middle of the day, they will find forces which are consistent with that. Likewise, if they were to uncover that the BBEG were planning to send out his forces next week and planned their assault while his troops were at a lesser number, they would find forces consistent with that. While GMing D&D, I do use encounter guidelines -albeit somewhat loosely, but that is because (imo) the players are trained to expect a certain definition of an encounter, and they tend to feel somewhat cheated when the game defies those definitions. At times, I feel more of the game revolves around artificial constructs such as encounter guidelines, level, and various other things than it revolves around what's going on in-game. That's not a method I prefer. It's something I can work with, but I'd prefer to go a different way. [/QUOTE]
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