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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Sadras" data-source="post: 7577056" data-attributes="member: 6688277"><p>Okay I understand the difference, but I'm not sure you are being fair in this instance with this example.</p><p></p><p>Never once in my entire RPG-experience has any player commented (including me) saying they are so disappointed with roleplaying x because a certain mechanic never worked in or out of combat, for whatever reason. I honestly think with this example, you're falling afoul of making an assumption of a certain playstyle. </p><p>In the games we play, a Dimension Door not working due to x does not cause the disappointment you're referencing in your example. At the same time, I'm not at all disputing your dislike of such an adjudication. I'm just saying that "negative" disappointment feeling is not so common (give the rpg market).</p><p></p><p></p><p></p><p> </p><p></p><p></p><p>Given that say in traditional games the player is being tested (in a manner of speaking)...i.e. the joy of solving the puzzle (defeating a certain foe, solving the dungeon, succeeding in the adventure), I would imagine the highs of that to be higher than an adventure where the player is not tested at that level. </p><p></p><p></p><p></p><p>Fair enough, the jerk term was not appropriate. </p><p></p><p>What I was getting at is the word <em>significant</em> is subjective.</p><p>The DM may use Say No twice in the game and that to you may be significant.</p><p>The DM may use Say No five times in a game before I may call it significant.</p><p>The DM may use Say No seven times in a game before Max may call it significant.</p><p></p><p>When you use a word like significant is at various meanings for various people and sometimes this sees posters jumping to extremes.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7577056, member: 6688277"] Okay I understand the difference, but I'm not sure you are being fair in this instance with this example. Never once in my entire RPG-experience has any player commented (including me) saying they are so disappointed with roleplaying x because a certain mechanic never worked in or out of combat, for whatever reason. I honestly think with this example, you're falling afoul of making an assumption of a certain playstyle. In the games we play, a Dimension Door not working due to x does not cause the disappointment you're referencing in your example. At the same time, I'm not at all disputing your dislike of such an adjudication. I'm just saying that "negative" disappointment feeling is not so common (give the rpg market). Given that say in traditional games the player is being tested (in a manner of speaking)...i.e. the joy of solving the puzzle (defeating a certain foe, solving the dungeon, succeeding in the adventure), I would imagine the highs of that to be higher than an adventure where the player is not tested at that level. Fair enough, the jerk term was not appropriate. What I was getting at is the word [I]significant[/I] is subjective. The DM may use Say No twice in the game and that to you may be significant. The DM may use Say No five times in a game before I may call it significant. The DM may use Say No seven times in a game before Max may call it significant. When you use a word like significant is at various meanings for various people and sometimes this sees posters jumping to extremes. [/QUOTE]
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