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A case where the 'can try everything' dogma could be a problem
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<blockquote data-quote="ExploderWizard" data-source="post: 6672742" data-attributes="member: 66434"><p>While a player shouldn't assume things about the environment that may or may not be true, unless the DM has detailed that environment to that level of detail, then a chance for such items to be present perhaps should be checked. The type of buildings surrounding the alley, and other factors will have an impact on this chance but it shouldn't be automatically dismissed just because the area wasn't detailed prior to play. </p><p></p><p></p><p></p><p>Quoting Watto here-" NO, YOU WON'T". You will have typical game play, which is fine. Fun and memorable stories can arise from this play depending on the players and the circumstances and when it does, then it becomes a thing of beauty. If you set out to simply play the game and have fun, then memorable stories will create themselves. If you set out to create memorable stories then quite often, actual play will fail to live up to those expectations. </p><p></p><p></p><p></p><p></p><p>Again, when the environment lacks specific detail, the players <em>should</em> be asking questions about it, and the answers the DM provides informs players decisions which guide the flow of play. That is the meat & potatoes of play. A player asking if there is a piece of broken furniture in an abandoned room will not ruin the integrity of the game.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6672742, member: 66434"] While a player shouldn't assume things about the environment that may or may not be true, unless the DM has detailed that environment to that level of detail, then a chance for such items to be present perhaps should be checked. The type of buildings surrounding the alley, and other factors will have an impact on this chance but it shouldn't be automatically dismissed just because the area wasn't detailed prior to play. Quoting Watto here-" NO, YOU WON'T". You will have typical game play, which is fine. Fun and memorable stories can arise from this play depending on the players and the circumstances and when it does, then it becomes a thing of beauty. If you set out to simply play the game and have fun, then memorable stories will create themselves. If you set out to create memorable stories then quite often, actual play will fail to live up to those expectations. Again, when the environment lacks specific detail, the players [I]should[/I] be asking questions about it, and the answers the DM provides informs players decisions which guide the flow of play. That is the meat & potatoes of play. A player asking if there is a piece of broken furniture in an abandoned room will not ruin the integrity of the game. [/QUOTE]
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A case where the 'can try everything' dogma could be a problem
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