The Shaman
First Post
For whom?In almost any case: Session ruined.
If the players enjoy the fight, or the diplomacy, or the escape attempts, then why do you think it's better to tell them 'no' and move on?
For whom?In almost any case: Session ruined.
Because the DMG says it's up to the DM.Is it? Why isn't it up to the players?
And strangely enough, I prefer hefes.I'm a Guinness man, myself.
They would spend a concocting a plan to rescue him, either through a prolonged diplomatic trial or simply breaking into the prison. Meanwhile, the rogue would do everything in his power to break out.
They would ultimately succeed OR give up. If they succeed they spend the remainder of the time discussing the rogue's fate. An honest mistake? A finger-wagging and move on. A serious habitual offender? They'll leave him on the side of the road. More than likely, the player is rolling up a new PC, with all the fun THAT entails...
According to my Creative Writing classes, a good work of fiction needs surprises, mystery, intrigue, and such elements that must be withheld from the readers. It also needs a cohesive background and setting...it has to be more than just a patchwork quilt of good ideas. There has to be a central conflict, there has to be a clear path of resolution, there has to be heroes and villains, and they all have to make sense within the context of the setting. The more contributing authors you have, the less cohesive the story becomes.
I disagree.It's true that it is difficult to get a single, central conflict without a single author. But that is one of the big differences between a written story and a roleplaying game. (That is, feature, not a bug.) With twining conflicts, cohesion is less important, and you can get enough from the framework provided by the setting and discussion/agreement before the game starts.
According to my Creative Writing classes, a good work of fiction needs surprises, mystery, intrigue, and such elements that must be withheld from the readers. It also needs a cohesive background and setting...it has to be more than just a patchwork quilt of good ideas. There has to be a central conflict, there has to be a clear path of resolution, there has to be heroes and villains, and they all have to make sense within the context of the setting. The more contributing authors you have, the less cohesive the story becomes.
Because the DMG says it's up to the DM.But even if that weren't the case, I think I would still prefer a single person (either the DM or the author of a published module) in charge of the story, because not everyone knows how to write a good one.
(I know that "good" is a highly subjective term. But hear me out.)
According to my Creative Writing classes, a good work of fiction needs surprises, mystery, intrigue, and such elements that must be withheld from the readers. It also needs a cohesive background and setting...it has to be more than just a patchwork quilt of good ideas. There has to be a central conflict, there has to be a clear path of resolution, there has to be heroes and villains, and they all have to make sense within the context of the setting. The more contributing authors you have, the less cohesive the story becomes.
Great post (but still can't posrep you at this time).I think that when railroading or sandbox (or "rowboating", nice one!) gets discussed with some heat, there is nearly always something else involved, often unspoken.
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Illusionism drives me nuts
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OTOH, confronted with the need to do a certain amount of railroading, I'll quite happily go to OOC discussion to resolve the issue
What I like most about roleplaying games are the ways in which they are not like stories. The contributions of multiple imaginations and the influence of the dice top my list.According to my Creative Writing classes, a good work of fiction needs surprises, mystery, intrigue, and such elements that must be withheld from the readers. It also needs a cohesive background and setting...it has to be more than just a patchwork quilt of good ideas. There has to be a central conflict, there has to be a clear path of resolution, there has to be heroes and villains, and they all have to make sense within the context of the setting.