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<blockquote data-quote="Hussar" data-source="post: 7742779" data-attributes="member: 22779"><p>Again, this example suffers from what is likely going to happen in play. When the DM drops that giant honking sign saying "ADVENTURE THIS WAY", most players are going to follow along. And, frankly, if the DM drops these honking big adventure signs and the players frequently ignore it, then, well, that's probably a table issue.</p><p></p><p></p><p></p><p>This is a much better example, IMO. This is pretty much exactly what I'm talking about. The dice have said, "you believe this guy". That's what the game is telling you. Not the DM, the game. The mechanics are informing the player what his character thinks. To me, it's a better role player that will take that and run with it, even though the player himself might think it's bad. For the player to just unilaterally over rule the rules, is bad play, IMO. Just like we don't want players to declare that that attack missed because he dodged, we shouldn't let players just declare, "Nope, no matter what the game says, I don't believe him".</p><p></p><p></p><p></p><p>Not a bad way to put it. I kinda like that. What's the problem?</p><p></p><p></p><p>Sure, and, like I said, the "king hook" example isn't a particularly good one IMO. There's too much else going on for it to be very useful. But, the villain bluffing the party? I think it's a much better example.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7742779, member: 22779"] Again, this example suffers from what is likely going to happen in play. When the DM drops that giant honking sign saying "ADVENTURE THIS WAY", most players are going to follow along. And, frankly, if the DM drops these honking big adventure signs and the players frequently ignore it, then, well, that's probably a table issue. This is a much better example, IMO. This is pretty much exactly what I'm talking about. The dice have said, "you believe this guy". That's what the game is telling you. Not the DM, the game. The mechanics are informing the player what his character thinks. To me, it's a better role player that will take that and run with it, even though the player himself might think it's bad. For the player to just unilaterally over rule the rules, is bad play, IMO. Just like we don't want players to declare that that attack missed because he dodged, we shouldn't let players just declare, "Nope, no matter what the game says, I don't believe him". Not a bad way to put it. I kinda like that. What's the problem? Sure, and, like I said, the "king hook" example isn't a particularly good one IMO. There's too much else going on for it to be very useful. But, the villain bluffing the party? I think it's a much better example. [/QUOTE]
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