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<blockquote data-quote="Crazy Jerome" data-source="post: 5984814" data-attributes="member: 54877"><p>On the rest of your post, yes. On this:</p><p> </p><p></p><p> </p><p>Mostly. I'm saying that the group agrees to a social contract on risk/reward. Then the DM is responsible for broadly setting things up so that social contract is possible to happen in play, but the players are responsible for fine tuning play as it happens to hit it squarely. </p><p> </p><p>At the extremes, the players won't need to do much. Death traps, never enough caution possible, and likewise "Full Metal Gonzo" are easy to hit. They players simply need to never back off from the agreed style. It's in the middle where I see more need for fine-tuning by the players.</p><p> </p><p>For example, my usual DM style is that the world is a killer, but information is out there to gain much advantage if the characters seek it. It's perfectly possible for a party to play through several levels and never have a single death. If they don't go after information, it's perfectly possible to have a brutal TPK, which I will allow to happen. So there is a direct "challenge" concern here that I explicitly throw back onto the players to manage. It only indirectly and slightly affects pacing in that when the players are having trouble finding information, they get very cautious. </p><p> </p><p>Of course, the DM could take full responsibility for all of it, if that was useful and/or necessary for the social contract at a given table. Full Gonzo might be an instance where that was the way to go.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5984814, member: 54877"] On the rest of your post, yes. On this: Mostly. I'm saying that the group agrees to a social contract on risk/reward. Then the DM is responsible for broadly setting things up so that social contract is possible to happen in play, but the players are responsible for fine tuning play as it happens to hit it squarely. At the extremes, the players won't need to do much. Death traps, never enough caution possible, and likewise "Full Metal Gonzo" are easy to hit. They players simply need to never back off from the agreed style. It's in the middle where I see more need for fine-tuning by the players. For example, my usual DM style is that the world is a killer, but information is out there to gain much advantage if the characters seek it. It's perfectly possible for a party to play through several levels and never have a single death. If they don't go after information, it's perfectly possible to have a brutal TPK, which I will allow to happen. So there is a direct "challenge" concern here that I explicitly throw back onto the players to manage. It only indirectly and slightly affects pacing in that when the players are having trouble finding information, they get very cautious. Of course, the DM could take full responsibility for all of it, if that was useful and/or necessary for the social contract at a given table. Full Gonzo might be an instance where that was the way to go. [/QUOTE]
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