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<blockquote data-quote="Lanefan" data-source="post: 7742718" data-attributes="member: 29398"><p>Agreed.</p><p></p><p>Usually, she's using her knowledge of what her players' interests are, and of what her own interests are (no rational DM is going to run a game she's not herself interested in). After that there's usually a lot of trial and error involved on both sides of the screen, which builds experience; and to get it right sometimes you have to first get it wrong so you know what wrong looks like.</p><p></p><p>As for PCs and NPCs using the same mechanics as far as possible: I still lean this way. PCs are special-snowflake enough already, no need to make it any worse. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>But instead of having mechanics that apply to NPCs also apply to PCs (e.g. Diplomacy), which runs into obvious problems with player agency, the answer is to remove those mechanics so they don't apply to anyone.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7742718, member: 29398"] Agreed. Usually, she's using her knowledge of what her players' interests are, and of what her own interests are (no rational DM is going to run a game she's not herself interested in). After that there's usually a lot of trial and error involved on both sides of the screen, which builds experience; and to get it right sometimes you have to first get it wrong so you know what wrong looks like. As for PCs and NPCs using the same mechanics as far as possible: I still lean this way. PCs are special-snowflake enough already, no need to make it any worse. :) But instead of having mechanics that apply to NPCs also apply to PCs (e.g. Diplomacy), which runs into obvious problems with player agency, the answer is to remove those mechanics so they don't apply to anyone. Lanefan [/QUOTE]
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