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<blockquote data-quote="sevenbastard" data-source="post: 8693270" data-attributes="member: 83473"><p>What if I told you I could run a game where you had actual choices that matter with consequences and a good chance of the whole party dying?</p><p></p><p>I get the idea you are going for but why teach people a short cut when you can work to teach them the actual process.</p><p></p><p>It's scary but start small, practice, and don't be afraid to fail.</p><p></p><p>In fact I would sat you to take steps to show your player the transparency.</p><p></p><p>For example I roll all my dice on the table. So when I roll a wandering monster and it comes up a trolls I might hand them the paper with the list that shows a troll is a 13 on the table. Then let them roll the 2d4 to see how many. If there are no spoilers on the list why not show them the dangers they face, the ranger should know anyway. </p><p></p><p>When a player is fleeing randomly down hallways with one hit point and they chose left instead of right. And left hits a dead end and get killed. I would show them the map that shows right lead to the exit. Not to rub it in but to show them how close they were and build trust. Trust that I don't fudge for them so they know that victories achieved are true victories.</p></blockquote><p></p>
[QUOTE="sevenbastard, post: 8693270, member: 83473"] What if I told you I could run a game where you had actual choices that matter with consequences and a good chance of the whole party dying? I get the idea you are going for but why teach people a short cut when you can work to teach them the actual process. It's scary but start small, practice, and don't be afraid to fail. In fact I would sat you to take steps to show your player the transparency. For example I roll all my dice on the table. So when I roll a wandering monster and it comes up a trolls I might hand them the paper with the list that shows a troll is a 13 on the table. Then let them roll the 2d4 to see how many. If there are no spoilers on the list why not show them the dangers they face, the ranger should know anyway. When a player is fleeing randomly down hallways with one hit point and they chose left instead of right. And left hits a dead end and get killed. I would show them the map that shows right lead to the exit. Not to rub it in but to show them how close they were and build trust. Trust that I don't fudge for them so they know that victories achieved are true victories. [/QUOTE]
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