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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="Crimson Longinus" data-source="post: 9515354" data-attributes="member: 7025508"><p>It's called realism. There are on average about sixty spiders in a typical modern house. In the room you are sitting right now, there almost certainly are several spiders keeping you company, even if you might not see them. It is exceedingly unlikely that a large orcish stone hall would not have quite a few spiders in it.</p><p></p><p></p><p>Could have fooled me!</p><p></p><p></p><p>Whether they know of it or not doesn't affect whether it can be done (though I feel this is the sort of thing a cleric should have at least some sort of rudimentary understanding of.) Players of course can declare actions that are impossible. Then the GM tells them that they do not succeed.</p><p></p><p></p><p>Giant was introduced because I needed a level five filler encounter. But the place of the giants in the setting and their lore (well some of it) existed before and how the giant behaved, what they were carrying etc reflected that. The player got interested in the giants due this, and decided to pursue investigating them. As a result, they had plenty of giant-related adventures. Did I "intend" this to happen, was it a "plot hook?" I did not intend nor not intend this to happen. It was just thing that exist in the setting, for players to engage with or leave alone. I try to make my settings feel alive and deep, so there are a lot of little throwaway details that hint at existence of hidden layers and stuff being going on, and most are just flavour, but the players are free to pick up any thread and foreground the stuff like they did here with the giants. And yes, as this is rather new setting, and was even more so when this first happened, some of the giants stuff I had was a bit sketchy, and the player desire to engage with made me to design it in more detail. </p><p></p><p></p><p>What you mean? I just told you...</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9515354, member: 7025508"] It's called realism. There are on average about sixty spiders in a typical modern house. In the room you are sitting right now, there almost certainly are several spiders keeping you company, even if you might not see them. It is exceedingly unlikely that a large orcish stone hall would not have quite a few spiders in it. Could have fooled me! Whether they know of it or not doesn't affect whether it can be done (though I feel this is the sort of thing a cleric should have at least some sort of rudimentary understanding of.) Players of course can declare actions that are impossible. Then the GM tells them that they do not succeed. Giant was introduced because I needed a level five filler encounter. But the place of the giants in the setting and their lore (well some of it) existed before and how the giant behaved, what they were carrying etc reflected that. The player got interested in the giants due this, and decided to pursue investigating them. As a result, they had plenty of giant-related adventures. Did I "intend" this to happen, was it a "plot hook?" I did not intend nor not intend this to happen. It was just thing that exist in the setting, for players to engage with or leave alone. I try to make my settings feel alive and deep, so there are a lot of little throwaway details that hint at existence of hidden layers and stuff being going on, and most are just flavour, but the players are free to pick up any thread and foreground the stuff like they did here with the giants. And yes, as this is rather new setting, and was even more so when this first happened, some of the giants stuff I had was a bit sketchy, and the player desire to engage with made me to design it in more detail. What you mean? I just told you... [/QUOTE]
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