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General Tabletop Discussion
*Dungeons & Dragons
Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
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<blockquote data-quote="hawkeyefan" data-source="post: 8285727" data-attributes="member: 6785785"><p>Yes, we are going in circles. Because whether it can go more than one way isn't the point. It's that the GM's decision making is not about achieving a specific outcome. </p><p></p><p>If the GM felt that the NPC would flee.....but thought an exciting battle would be more memorable, and so he has the NPC decide "Enough running....all my plans have lead to this moment! I'll crush these interlopers!" and shifts what the NPC would do based on having an exciting battle.....then that would be curation as it's being used in this discussion. </p><p></p><p>NPC flee- decision based on NPC motives and traits</p><p>NPC stay and fight- decision based on having an exciting battle for the game, with NPC's motives shifted to suit</p><p></p><p>It's not the result of the decision that we're talking about, it's how or why the decision is made.</p><p></p><p></p><p></p><p>Meh, this is so hard to judge. People change their thinking all the time, in real life and in stories.</p><p></p><p></p><p></p><p></p><p>I specifically said based on what had been established. Fidelity to what we already know of the NPC. Not something created on the spot.</p><p></p><p>But really, either way, there is a distinction, and you're not seeing it, so I don't know what else to say. As you said, we're talking in circles.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8285727, member: 6785785"] Yes, we are going in circles. Because whether it can go more than one way isn't the point. It's that the GM's decision making is not about achieving a specific outcome. If the GM felt that the NPC would flee.....but thought an exciting battle would be more memorable, and so he has the NPC decide "Enough running....all my plans have lead to this moment! I'll crush these interlopers!" and shifts what the NPC would do based on having an exciting battle.....then that would be curation as it's being used in this discussion. NPC flee- decision based on NPC motives and traits NPC stay and fight- decision based on having an exciting battle for the game, with NPC's motives shifted to suit It's not the result of the decision that we're talking about, it's how or why the decision is made. Meh, this is so hard to judge. People change their thinking all the time, in real life and in stories. I specifically said based on what had been established. Fidelity to what we already know of the NPC. Not something created on the spot. But really, either way, there is a distinction, and you're not seeing it, so I don't know what else to say. As you said, we're talking in circles. [/QUOTE]
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Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
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