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https://twitter.com/LuchaLibris/status/1581784578674819072OP provides a literal example of this mismatch here. People want to reward ingenuity and open roleplay, in systems that mechanically chafe if not outright punish it.
https://twitter.com/LuchaLibris/status/1581784580239282176?t=KJ0chhepw-0EFTlMkC1Xgw&s=19
https://twitter.com/DjangoWexler/status/1549139952054611968The first thing to make clear is, when it comes to encounter design in TTRPGs, I'm not suggesting what is desired is some sterile idea of encounter progression. I'm not trying to railroad encounters, or remove any semblance of unpredictability.