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Gaming session lessons: why moving slow is important all the time, and the kid learns kiting
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<blockquote data-quote="iserith" data-source="post: 6543802" data-attributes="member: 97077"><p>The game isn't real life. Real life isn't fair. Some believe that a game should be. Telegraphing threats is a way to ensure the game is fair.</p><p></p><p></p><p></p><p>I don't think anyone would take issue with this point or is arguing the contrary. What some are suggesting is that part of setting up fair situations where players can make decisions for which they can be held accountable involves telegraphing the threat - providing clues that the players can discover and use to make deductions and take action accordingly. This quite literally costs the DM nothing, helps build rich fictional scenes scenes and palpable tension, and allows the players agency to rob randomness (and the fake difficulty that can come with it) of its power. And even with telegraphing, there is no guarantee the players will make the right decisions or avoid the threat. It simply provides them an opportunity to do so. The rest is on the players.</p><p></p><p>Having said that, it could be argued that your players should know you by now and that since there is no downside to moving at a slow pace, they should do that. If that's what it takes to have a better shot at avoid surprise, then that's what they need to do. Some of us are saying there's another way to approach this situation.</p></blockquote><p></p>
[QUOTE="iserith, post: 6543802, member: 97077"] The game isn't real life. Real life isn't fair. Some believe that a game should be. Telegraphing threats is a way to ensure the game is fair. I don't think anyone would take issue with this point or is arguing the contrary. What some are suggesting is that part of setting up fair situations where players can make decisions for which they can be held accountable involves telegraphing the threat - providing clues that the players can discover and use to make deductions and take action accordingly. This quite literally costs the DM nothing, helps build rich fictional scenes scenes and palpable tension, and allows the players agency to rob randomness (and the fake difficulty that can come with it) of its power. And even with telegraphing, there is no guarantee the players will make the right decisions or avoid the threat. It simply provides them an opportunity to do so. The rest is on the players. Having said that, it could be argued that your players should know you by now and that since there is no downside to moving at a slow pace, they should do that. If that's what it takes to have a better shot at avoid surprise, then that's what they need to do. Some of us are saying there's another way to approach this situation. [/QUOTE]
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Gaming session lessons: why moving slow is important all the time, and the kid learns kiting
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