The Downside of Awesome

ChattyDM at Critical Hits has an article all about having too many things that might be considered “awesome” in an encounter, and what GMs can do to avoid falling into that trap. It immediately reminds me of that line from The Incredibles: “When everyone’s super, no one will be.”

From the article:

I’ve recently discovered a pattern common to the gaming sessions that leave me somewhat unsatisfied.  I realized that it’s partly because encounters reach a state of complexity such that players become confused about the best way to navigate through them.  The goals becomes fuzzy or the options are either too numerous or too complex mechanically to be used in full.

It’s not just the players though, I too become lost in options and end up dropping or forgetting powers, tricks and other things that looked awesome on paper while writing such encounters.

Read the rest over at Critical Hits

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Has been the Dungeon Master for the group since the early nineties. It all started when a school friend’s mother ran U1: The Sinister Secret of Saltmarsh for him and some friends. Enthralled by this new thing he'd discovered, he quickly assembled a group of his own and began running games. From that point forward, he was hooked and hasn’t looked back since. He’s run games that run the gamut from old school to indie, and is always looking to try new systems or tinker with existing ones.

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