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You're doing what? Surprising the DM
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<blockquote data-quote="Hussar" data-source="post: 6106978" data-attributes="member: 22779"><p>Why?</p><p></p><p>I think Pemerton is hitting it on the head. In most CRPG's, you are forced to play through every scene in order to get to the next scene. Even in more open ended games, you still need to mine the unrelated scenes in order to be successful in later scenes.</p><p></p><p>This, to me, is one of the big advantages of tabletop over CRPG's, I don't have to play through the crap that I don't want to play through. No grinding for levels, that sort of thing. It's exactly the reason why I have zero interest in MMORPG's. Too much time faffing about and not enough time doing stuff that I want to do. If I have to spend several hours cutting down trees just to make my character strong enough to reliably kill rats (thank you Ultima Online), then I have no interest in the game.</p><p></p><p>As was said, I have no problems with complications AT THE GOAL. If the grell brings in reinforcements? Great!!! More fun for all. If there is a siege at the city? Fantastic!! At least we're doing something directly related to the goal. Although, to be perfectly honest, it would seem a bit contrived that we arrive just in time for a siege, but, meh, I've got a pretty healthy sense of disbelief, so, I'll live with it. At least we initiated the engagement of the scene.</p><p></p><p>But, we have no engagement with bandits in the desert or bandits in the forest. None. Sure, you can post hoc add in some relevance after the fact, but, meh, why bother? It's not like I'm going to suddenly say, "OHhhh, that's why you forced us to play out several hours of desert travel!" and it justifies those several hours of frustration. No, instead it's going to be several hours of frustration followed by a WTF moment when your totally contrived bit of plot key falls into our laps.</p><p></p><p>And, back to [MENTION=4937]Celebrim[/MENTION], it would be very, very helpful in these conversations if you didn't try to extrapolate the way you play to other people. Your campaign is chock a block with details that do not apply to anyone else's campaign. I mean, all you have to do is look at virtually every single published 3rd edition city and you will find a magic shop of some sort. Every single time. So, it's not a big stretch, IMO, that being able to buy magic items, something that is expressly permitted in 3e, would be a big deal in most 3e games. You say that the people you play with don't like it. Fair enough. But, let's not forget a fair degree of confirmation bias. The people you play with likely share your play preferences to some degree.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6106978, member: 22779"] Why? I think Pemerton is hitting it on the head. In most CRPG's, you are forced to play through every scene in order to get to the next scene. Even in more open ended games, you still need to mine the unrelated scenes in order to be successful in later scenes. This, to me, is one of the big advantages of tabletop over CRPG's, I don't have to play through the crap that I don't want to play through. No grinding for levels, that sort of thing. It's exactly the reason why I have zero interest in MMORPG's. Too much time faffing about and not enough time doing stuff that I want to do. If I have to spend several hours cutting down trees just to make my character strong enough to reliably kill rats (thank you Ultima Online), then I have no interest in the game. As was said, I have no problems with complications AT THE GOAL. If the grell brings in reinforcements? Great!!! More fun for all. If there is a siege at the city? Fantastic!! At least we're doing something directly related to the goal. Although, to be perfectly honest, it would seem a bit contrived that we arrive just in time for a siege, but, meh, I've got a pretty healthy sense of disbelief, so, I'll live with it. At least we initiated the engagement of the scene. But, we have no engagement with bandits in the desert or bandits in the forest. None. Sure, you can post hoc add in some relevance after the fact, but, meh, why bother? It's not like I'm going to suddenly say, "OHhhh, that's why you forced us to play out several hours of desert travel!" and it justifies those several hours of frustration. No, instead it's going to be several hours of frustration followed by a WTF moment when your totally contrived bit of plot key falls into our laps. And, back to [MENTION=4937]Celebrim[/MENTION], it would be very, very helpful in these conversations if you didn't try to extrapolate the way you play to other people. Your campaign is chock a block with details that do not apply to anyone else's campaign. I mean, all you have to do is look at virtually every single published 3rd edition city and you will find a magic shop of some sort. Every single time. So, it's not a big stretch, IMO, that being able to buy magic items, something that is expressly permitted in 3e, would be a big deal in most 3e games. You say that the people you play with don't like it. Fair enough. But, let's not forget a fair degree of confirmation bias. The people you play with likely share your play preferences to some degree. [/QUOTE]
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