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I think you may be half-right. I don't recollect the guidance on fleshing out NPCs quickly, so that's definitely something I should revisit.

> Or the play style section in chapter 1, which is about how different people play for different reasons, and you should get to know whether which of your players are looking for hack and slash, versus immersive storytelling. That's even more important in other kinds of games than it is in D&D!

I think other kinds of games these days take for granted, "this is what this game is about - you and your group should be on board for this style of play and, if not, you should definitely play a game that is suited to your tastes." Trying to use one RPG mechanical chassis for wildly disparate gaming styles is definitely part of what I think of as "classic D&D".



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