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Matt Colville on adventure length
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<blockquote data-quote="EzekielRaiden" data-source="post: 9326357" data-attributes="member: 6790260"><p>Looking into the root causes. Informing DMs about different players' needs and desires, and how those things can be met or addressed without disruption to the group.* Providing well-crafted tools for a variety of gaming experiences, and actually useful advice on how, when, and (most importantly) whether to use any given tool for various tasks. Preparing players through better-structured introductions and explanations, building proper expectations and displaying the variety of approaches that might be taken, rather than enshrining any one perspective or preference and putting the DM on the spot to move away from that.</p><p></p><p>There are <em>all sorts</em> of ways you can change the underlying rules of the game so that they contribute to a more copacetic, cooperative, productive experience that don't involve one iota of "enforcement" of anything--in fact, many such tools are the exact antithesis of enforcement, by providing useful structures for <em>doing things your own way</em>, or for broadly-applicable (perhaps even universal) abstractions that mandate no particular playstyle but can be turned toward many, many different ends.</p><p></p><p>Rules are not the end-all, be-all. They cannot--ever--solve every problem. They cannot guarantee that what problems they address will be completely resolved. But just as a well-made sword, coupled with well-delivered instructions, makes it easier to fight than if you had just your bare fists, so too do well-made tools, with well-written instructions, make it easier to game than if you had just your bare wits.</p><p></p><p>*E.g. the work of Robin Laws, which AIUI is highly acclaimed.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9326357, member: 6790260"] Looking into the root causes. Informing DMs about different players' needs and desires, and how those things can be met or addressed without disruption to the group.* Providing well-crafted tools for a variety of gaming experiences, and actually useful advice on how, when, and (most importantly) whether to use any given tool for various tasks. Preparing players through better-structured introductions and explanations, building proper expectations and displaying the variety of approaches that might be taken, rather than enshrining any one perspective or preference and putting the DM on the spot to move away from that. There are [I]all sorts[/I] of ways you can change the underlying rules of the game so that they contribute to a more copacetic, cooperative, productive experience that don't involve one iota of "enforcement" of anything--in fact, many such tools are the exact antithesis of enforcement, by providing useful structures for [I]doing things your own way[/I], or for broadly-applicable (perhaps even universal) abstractions that mandate no particular playstyle but can be turned toward many, many different ends. Rules are not the end-all, be-all. They cannot--ever--solve every problem. They cannot guarantee that what problems they address will be completely resolved. But just as a well-made sword, coupled with well-delivered instructions, makes it easier to fight than if you had just your bare fists, so too do well-made tools, with well-written instructions, make it easier to game than if you had just your bare wits. *E.g. the work of Robin Laws, which AIUI is highly acclaimed. [/QUOTE]
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