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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="Savage Wombat" data-source="post: 5811524" data-attributes="member: 1932"><p>Aha!</p><p></p><p>Now I understand why many old-school grognards hate "story-telling" adventures.</p><p></p><p>It's because the CaW strategies work best on a static or reactionary force. Such as a dungeon, or an approaching army. A situation where the PCs are the ones determining when an engagement occurs.</p><p></p><p>In a story-focused adventure, where you have actions occuring on a villain's timetable, the encounters tend more towards the "fight me now or lose the game" type (not to mention the famous "the module assumes you do this" type) and don't allow for strategies such as regrouping, or coming back with better weapons and more exp.</p><p></p><p>CaW players benefit from dungeons, not event sequences. (I was going to say time pressure, and then thought that they probably think of time pressure as a challenge, not a frustration.) CaS players are OK with DM-driven plots, and even railroads, because they don't risk a single encounter overwhelming them.</p></blockquote><p></p>
[QUOTE="Savage Wombat, post: 5811524, member: 1932"] Aha! Now I understand why many old-school grognards hate "story-telling" adventures. It's because the CaW strategies work best on a static or reactionary force. Such as a dungeon, or an approaching army. A situation where the PCs are the ones determining when an engagement occurs. In a story-focused adventure, where you have actions occuring on a villain's timetable, the encounters tend more towards the "fight me now or lose the game" type (not to mention the famous "the module assumes you do this" type) and don't allow for strategies such as regrouping, or coming back with better weapons and more exp. CaW players benefit from dungeons, not event sequences. (I was going to say time pressure, and then thought that they probably think of time pressure as a challenge, not a frustration.) CaS players are OK with DM-driven plots, and even railroads, because they don't risk a single encounter overwhelming them. [/QUOTE]
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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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