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5E: Last Gasp of Theater of Mind D&D? (aka D&D Killed by Windows 10!)
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<blockquote data-quote="Rune" data-source="post: 6528921" data-attributes="member: 67"><p>That FATE rule is a great example of something I've been saying for a while (and practicing for much longer). Details don't matter till they matter. The audience for a game is not the audience for some hypothetical future movie (or even story hour). The audience is the players, including the DM. And the show is live. </p><p></p><p>If your players are okay to sit back and inhabit a world that exists, in its entirety, inside the DM's head, that's fine. But a group who wishes to endow its players with a bit more of a role in detailing the world isn't doing things wrong. </p><p></p><p>Is the world more surreal? Yes. The tendency for details to appear as they become relevant does feel a little surreal. </p><p></p><p>Is it incoherent (and I'll use the real definition, here, because I have no idea what the hell the Forge is, nor why I should care)? Only to the degree that the players make it so. For most groups, I'd reckon very little. </p><p></p><p>Using the example of the chandelier, we can get two seperate outcomes, but, unless the DM described the room in such great detail beforehand that the lack of a chandelier was spelled out, the presence or lack of a chandelier looks the same from the player side. They still have to ask if it's there and the answer will be the answer, whether they had input in it, or not. </p><p></p><p>And, frankly, describing each room or area in minute detail as soon as the PCs walk in is no less surreal. It's just more of a Hemmingway kind of surreal than Carrol.</p></blockquote><p></p>
[QUOTE="Rune, post: 6528921, member: 67"] That FATE rule is a great example of something I've been saying for a while (and practicing for much longer). Details don't matter till they matter. The audience for a game is not the audience for some hypothetical future movie (or even story hour). The audience is the players, including the DM. And the show is live. If your players are okay to sit back and inhabit a world that exists, in its entirety, inside the DM's head, that's fine. But a group who wishes to endow its players with a bit more of a role in detailing the world isn't doing things wrong. Is the world more surreal? Yes. The tendency for details to appear as they become relevant does feel a little surreal. Is it incoherent (and I'll use the real definition, here, because I have no idea what the hell the Forge is, nor why I should care)? Only to the degree that the players make it so. For most groups, I'd reckon very little. Using the example of the chandelier, we can get two seperate outcomes, but, unless the DM described the room in such great detail beforehand that the lack of a chandelier was spelled out, the presence or lack of a chandelier looks the same from the player side. They still have to ask if it's there and the answer will be the answer, whether they had input in it, or not. And, frankly, describing each room or area in minute detail as soon as the PCs walk in is no less surreal. It's just more of a Hemmingway kind of surreal than Carrol. [/QUOTE]
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