mamba
Legend
because you play a different style of gameThis has not been my experience in my past 30+ years of RPGing.
because you play a different style of gameThis has not been my experience in my past 30+ years of RPGing.
City walls are built to keep people out. Why would regular people need a ladder to get over it? They could just go out one of the gates couldn’t they? So my answer to this would be no.The structure of resolution, in a "try not to say no" game, seems to me to be the same for this as for the market stall.
In 4e D&D, this sort of scavenging would still be a Streetwise check.
In the OP, I quoted from p 42 of the 4e DMG. Here is a fuller quote:
Shiera the 8th-level rogue wants to try the classic swashbuckling move of swinging on a chandelier and kicking an ogre in the chest on her way down to the ground, hoping to push the ogre into the brazier of burning coals behind it. An Acrobatics check seems reasonable.This sort of action is exactly the kind of thinking you want to encourage, so you pick an easy DC:
If the ladder is less interesting that the market stall, that's a reason to call for the Streetwise check rather than to just say "OK", and might also be a reason to set a higher DC.
We had posters who literally stated that the only reason a GM didn't allow players to contribute to world building outside of their PC's sphere of influence was doing it because they wanted to protect their "precious world". Not only is that insulting, but the same broad sentiment has been repeatedly stated that the only reason people don't have shared world building is basically because they've only ever played D&D and don't know how great shared world building is. It's BS.I don't know who this is addressed to. Who is telling you and "everyone else" that their preferences are stunted?
In a recent thread, you posted this, addressing me:
I don't know if that post is what @Aldarc had in mind, but it occurred to me right away.
Suffice it to say that I don't agree with you about the "core tenets" of D&D. If your answer to the OP is my game does not include a high volume of player-generated fiction, that's cool. Thanks for responding.
This has not been my experience in my past 30+ years of RPGing.
Guess I have had it different. A good number of players find even making a character "too much work". Plenty will get someone else to make the character or use a bot. And they will refuse to do anything like a description or backstory. And if they do they will say something like "he looks like Conan".I've just got to say, in my 20+ years of playing D&D I've found the exact opposite to be true. The more I have players invest in creating the world, story ideas, NPCs, etc, the greater I've found player investment to be.
But that might just be my style as a DM!
Though it's odd that most examples on this thread are not of players creating anything. It's just the player sitting back and saying "dm create" and the DM saying "yes player". I'll never get that. But guess whatever rolls your D20.I know that in my experience as a player if I'm not invited into the creative process of world building I check out really easily. Pretty much the opposite of what you said!
Odd, I've been encouraging this sort of play forever. There is an ancient Dragon Magazine article about actions in combat, using the % dice for how hard the action is. I set the base at 50% of doing any action with added percents for equipment, environment, and sub actions. And most players love it as they can try all sorts of wacky actions.In the OP, I quoted from p 42 of the 4e DMG. Here is a fuller quote:
Shiera the 8th-level rogue wants to try the classic swashbuckling move of swinging on a chandelier and kicking an ogre in the chest on her way down to the ground, hoping to push the ogre into the brazier of burning coals behind it. An Acrobatics check seems reasonable.This sort of action is exactly the kind of thinking you want to encourage, so you pick an easy DC:
The acrobatics check is to close on the ogre, then you roll the attack like normal. That's a truncated expanation.That 4E example seems a bit much....moving, attacking, damaging, and knocking back a foe all for an acrobatics check? Why even have attack rolls and AC then?
Maybe it's the other way around, right - as in, the RPGers I know enjoy playing PCs with needs and wants, and so that's why I enjoy foregrounding PCs' needs and wants.because you play a different style of game
Maybe it's the other way around, right - as in, the RPGers I know enjoy playing PCs with needs and wants, and so that's why I enjoy foregrounding PCs' needs and wants.
Well, I wasn't particularly thinking about a city's defensive wall. I was thinking of a wall around a compound.City walls are built to keep people out. Why would regular people need a ladder to get over it? They could just go out one of the gates couldn’t they? So my answer to this would be no.
Market stalls are usually placed where there is the most traffic. This is usually along a road or in the market district not against the defensive wall. So my answer to this would probably also be no.
I personally don't see what it adds to the game to kibosh the players' idea of a market stall, and replace it with the GM's idea of a wagon.Now; it’s a city busy enough to need a wall and I agree with Sly Flouish when he says that a DM should be the PCs biggest fan. As such maybe there’s a wagon or a pile of debris or a building near the wall they could jump from.
This goes to the question of, who is responsible for the focus of action. This thread is about player-generated fiction including the players choosing the focus of action. So I don't think it comes down to what the GM cares about or thinks is important; in the context of this thread, I'm attending to what the players care about and think is important.At this point it all comes down to how important is it that the party gets over the wall this way and how much do I care?
Yes, you've already said this, quite clearly.I have never in decades of play in D&D with dozens of different people had "foregrounding PC's needs and wants" be important to the game. Players as a group decide direction and goals in the games I run all the time, but most games I play in are usually far more linear than that with a predefined setting and overall goals.
I assume you're quoting the 5e DMG?D&D isn't designed as a narrative game such as PbtA games. The default is, to quote the DMG "The DM creates a world for the other players to explore, and also creates and runs adventures that drive the story. ... You’re the DM, and you are in charge of the game."
I did not mean to imply causality, I only meant that the type of game you play is different, without giving a reason as to whyMaybe it's the other way around, right - as in, the RPGers I know enjoy playing PCs with needs and wants, and so that's why I enjoy foregrounding PCs' needs and wants.