But again, it only became an unsafe option because of one specific event that, one way or the other, the GM introduced.
"Should" is doing the heavy lifting here.
The fact its a failure of process somewhere was my whole point. Single points of failure always are. But they still happen.
No. They're not seasoned. They're travelling a path with a map in a somewhat wild area. They're fine as long as they stay on the path, but bad weather blows up unexpectedly, and there's no useful cover on the path so they leave it to try and find something (because doing otherwise has a...
Well, of course, sometime people on different sides do that because it doesn't appear other people do understand it, and worse, don't seem to want to. Its just that at some point when that's going on, you need to accept that further useful conversation is no longer possible. I just cut off a...
He usually strikes me as one of the most coherent arguments in this thread; I just think (and we've interacted enough in the past I think I can say this without being kneejerk) that when he becomes annoyed he sometimes jumps at the bit on elements he doesn't need to, because some other...
What part of my description implied "wandering around"? The whole point was they were doing the best they could to travel safely and it failed partly because of outside events.
Honestly, this comes across as a pretty disingenuous response to the scenario I presented.
No. It required one...
That one is pretty extreme, but there are a lot of lesser ones: a group without a lot of outdoor skills loses the trail their map shows (there are numerous ways this can happen, but a pretty common real world one is people leaving a trail to seek shelter from unexpected weather) and can't find...
At that point you're doing the binary-view thing I've complained about again, since now there's only sandboxes and story-centric games. There's nothing about a naturalistic setting that precludes adventurers only having a limited number of options. In fact, to be blunt, it requires crafting...
I'll note this makes the assumption there's something else interesting to do. That's not only not-storytelling, its very sandboxy in its assumptions. It's not hard for there to be a finite number of things that justify an adventuring party in a given area and time frame.
Yeah, for some of us interacting with the mechanics isn't just something on the way to the story, its part of the point in the exercise. As I've said before I consider the "game" every bit as important as the "roleplaying" or I'd just be doing some flavor of freeform roleplaying (and I did in...
I'll be really blunt here: I see no sign explaining further will get me any further with you and I don't owe you anything. If you think I'm threadcrapping, feel free to report me. Far as I can tell from your phrasing you just want to "win".
This is a pretty important issue in regard to this. You can kind of afford to be sloppy in doing this sort of thing in a superhero setting, because if you have any problem, its the players potentially bypassing so much of the problem you don't really have a game (and it matters a lot more...