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11 Reasons Why I Prefer D&D 4E
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<blockquote data-quote="Reynard" data-source="post: 4448044" data-attributes="member: 467"><p>It doesn't. Simulation suggests that if there's a plausible reason for change, then change should occur. If there's not though -- that dragons been there for 10 years and will be for 100 more -- change, in the mechanical sense, doesn't need to occur, and only does for versimilitude breaking gamist reasons.</p><p></p><p></p><p></p><p>It doesn't. See above.</p><p></p><p></p><p></p><p>Because it isn't <em>your</em> story. It is <em>their</em> story and how they go about it, how they interact with it, and how it finally unfolds is their to determine, not yours. Adjusting setting elements like this on the fly makes the players' choices irrelevent in much the same way that fudging dice rolls does: the DM has decided that what the players have chosen to do doesn't matter as much as what he wants to have happen, so he manipulates things in ordr to get a result he likes better. It's railroading in a more subtle framework. The DM already has a thousand tools at his disposal, not least of which is creation and adjudication of the world in which the PCs adventure. If he changes it willy nilly during the course of play, he undoes his own work and undermines the efforts of the players to engage the world.</p><p></p><p></p><p></p><p>Story is something that happens through play and is related after play. It is determined beforehand. Whether Gognard the Warrior's story ends with him becominga demigod or dying in a pit of kobold spikes isn't up to the DM -- that's not his job. His job is to adjudicate the world and allow the PCs to explore it at their leisure and peril.</p><p></p><p>EDIT: Just to be clear, i am not making any pronouncements as to how the game should be played. i am merely relating my own opinions regarding what makes for good, rewarding gaming. YMMV, of course.</p></blockquote><p></p>
[QUOTE="Reynard, post: 4448044, member: 467"] It doesn't. Simulation suggests that if there's a plausible reason for change, then change should occur. If there's not though -- that dragons been there for 10 years and will be for 100 more -- change, in the mechanical sense, doesn't need to occur, and only does for versimilitude breaking gamist reasons. It doesn't. See above. Because it isn't [i]your[/i] story. It is [i]their[/i] story and how they go about it, how they interact with it, and how it finally unfolds is their to determine, not yours. Adjusting setting elements like this on the fly makes the players' choices irrelevent in much the same way that fudging dice rolls does: the DM has decided that what the players have chosen to do doesn't matter as much as what he wants to have happen, so he manipulates things in ordr to get a result he likes better. It's railroading in a more subtle framework. The DM already has a thousand tools at his disposal, not least of which is creation and adjudication of the world in which the PCs adventure. If he changes it willy nilly during the course of play, he undoes his own work and undermines the efforts of the players to engage the world. Story is something that happens through play and is related after play. It is determined beforehand. Whether Gognard the Warrior's story ends with him becominga demigod or dying in a pit of kobold spikes isn't up to the DM -- that's not his job. His job is to adjudicate the world and allow the PCs to explore it at their leisure and peril. EDIT: Just to be clear, i am not making any pronouncements as to how the game should be played. i am merely relating my own opinions regarding what makes for good, rewarding gaming. YMMV, of course. [/QUOTE]
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