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<blockquote data-quote="DEFCON 1" data-source="post: 8836016" data-attributes="member: 7006"><p>I also enjoy challenges in D&D, but for me-- as I'm sure it's unsurprisingly to you all-- it's the <em>narrative</em> choices meant to be overcome, and the ideas we as a group at the table try and come up with to overcome them.</p><p></p><p>The story needs to progress. We have to Yes, And our way forward in the narrative. So for me the challenge is what makes narrative sense for moving forward. What ideas and choices can I come up with to drive us ahead? That makes sense for us to do? That is interesting but also logical? And which will move us up the slope of Rising Action heading towards the inevitable Climax?</p><p></p><p>And for this type of challenge, what do we need? Dice? Absolute not a requirement. Dice are a way for the DM to determine how the ideas of ours play out, but the DM could also just respond with a logical narrative choice in response as well, and that's just as good to me. A "chance for failure"? No, not a requirement. It'll usually more often that not HAVE a chance for failure... but I don't consider that a necessity for me to feel like I am overcoming a narrative challenge if there's a chance it could go wrong. It could merely be a spread of equal but different options for moving forward that could make us as a party sit down and try to suss out what our options might result in if we take them, and whether those results are things we want to deal with. And that discussion to me is us trying to overcome the challenge before us.</p><p></p><p>For example... we've witnessed a crime. How we respond to this to me is a Challenge. Do we go to the Town Guard and report it? Do we go chasing after the perpetrators ourselves? Do we just pretend like we didn't see it? None of these options have an obvious "chance for failure"... but all of them have directions where our party is going to go and who we will with interact with later as a result. And there might be places later on where we might look back and say "All right, we made a bad choice"... but none of that is known to us beforehand when the choice itself is made. But we all know what our possible futures could be with taking any of those avenues, so deciding what is best is to me overcoming that challenge.</p><p></p><p>We players are the Authors of our own Stories. And my Challenge is always to make my Story as fun and interesting and compelling as it can be for who my Character is. That's why I play D&D.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8836016, member: 7006"] I also enjoy challenges in D&D, but for me-- as I'm sure it's unsurprisingly to you all-- it's the [I]narrative[/I] choices meant to be overcome, and the ideas we as a group at the table try and come up with to overcome them. The story needs to progress. We have to Yes, And our way forward in the narrative. So for me the challenge is what makes narrative sense for moving forward. What ideas and choices can I come up with to drive us ahead? That makes sense for us to do? That is interesting but also logical? And which will move us up the slope of Rising Action heading towards the inevitable Climax? And for this type of challenge, what do we need? Dice? Absolute not a requirement. Dice are a way for the DM to determine how the ideas of ours play out, but the DM could also just respond with a logical narrative choice in response as well, and that's just as good to me. A "chance for failure"? No, not a requirement. It'll usually more often that not HAVE a chance for failure... but I don't consider that a necessity for me to feel like I am overcoming a narrative challenge if there's a chance it could go wrong. It could merely be a spread of equal but different options for moving forward that could make us as a party sit down and try to suss out what our options might result in if we take them, and whether those results are things we want to deal with. And that discussion to me is us trying to overcome the challenge before us. For example... we've witnessed a crime. How we respond to this to me is a Challenge. Do we go to the Town Guard and report it? Do we go chasing after the perpetrators ourselves? Do we just pretend like we didn't see it? None of these options have an obvious "chance for failure"... but all of them have directions where our party is going to go and who we will with interact with later as a result. And there might be places later on where we might look back and say "All right, we made a bad choice"... but none of that is known to us beforehand when the choice itself is made. But we all know what our possible futures could be with taking any of those avenues, so deciding what is best is to me overcoming that challenge. We players are the Authors of our own Stories. And my Challenge is always to make my Story as fun and interesting and compelling as it can be for who my Character is. That's why I play D&D. [/QUOTE]
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