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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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<blockquote data-quote="S'mon" data-source="post: 5839677" data-attributes="member: 463"><p>It's working great for me in my 1e AD&D Yggsburgh online campaign, playing with grognards from Dragonsfoot. Reasons:</p><p></p><p>1. Players are used to this play style.</p><p>2. Setting supports this play style, it's a well-developed sandbox.</p><p>3. The system supports this play style - I don't have to worry about 'creating a bunch of encounters so the PCs can fight Thieves'; encounters take seconds to create and that's done during play. The random tables support me and mean I'm never at a loss for what happens next. PCs can be threatened by, and survive, a wide range of monsters, at a wide range of PC levels - the 'status quo sandbox' works with the system.</p><p></p><p>I've definitely had problems with other systems though, notably 4e D&D, and with players 'trained' to just follow the adventure: players brand new to RPGs do fine, but players who've got used to follow-the-path tend to be very passive. The worst thing is that when I try to prompt them "What are your PC goals?" they always ask me for a path to a tailored magic item/artifact: putting the burden back on Me to give Them stuff.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5839677, member: 463"] It's working great for me in my 1e AD&D Yggsburgh online campaign, playing with grognards from Dragonsfoot. Reasons: 1. Players are used to this play style. 2. Setting supports this play style, it's a well-developed sandbox. 3. The system supports this play style - I don't have to worry about 'creating a bunch of encounters so the PCs can fight Thieves'; encounters take seconds to create and that's done during play. The random tables support me and mean I'm never at a loss for what happens next. PCs can be threatened by, and survive, a wide range of monsters, at a wide range of PC levels - the 'status quo sandbox' works with the system. I've definitely had problems with other systems though, notably 4e D&D, and with players 'trained' to just follow the adventure: players brand new to RPGs do fine, but players who've got used to follow-the-path tend to be very passive. The worst thing is that when I try to prompt them "What are your PC goals?" they always ask me for a path to a tailored magic item/artifact: putting the burden back on Me to give Them stuff. [/QUOTE]
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