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Balancing "RP" and "G"
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<blockquote data-quote="Raven Crowking" data-source="post: 2741504" data-attributes="member: 18280"><p>Absolutely.</p><p></p><p>In OD&D, character generation was pretty easy and death was not a harsh outcome. As D&D became AD&D, and then began to spawn new editions, generation characters became work. In fact, players began to get some sense of the sort of the amount work the DM had been doing behind the scenes since the game was first developed. And, naturally, they became invested in that work in the same way that a DM might become invested in, say, a storyline or the Thirty-Level Dungeon of Doom.</p><p></p><p>Every DM (probably) starts out with "But I invested time in this adventure! This is what you have to do!" Most players don't care for it. To me, fudging the dice is sort of the same thing. "But I invested time in this character! He can't die!" The fact that the PC in question was sorely wounded before deciding to kick the shins of a stone giant notwithstanding.</p><p></p><p>Players make choices. In 3.X they have a pretty good idea of what the likely outcome of those choices will be. If they are to take risks, then they have to face the consequences and glories of those risks, whatever they may be. Otherwise, the risks are not real and the game is boring. In other words, as a player, my mantra is "Kill me if you must, but don't arbitrarily save me from my stupidity."</p><p></p><p>This does not mean that you have to kill the PCs, by the way. "Fudging" along the lines suggested by swrushing (i.e., "decisions like "are the orcs two doors down drunk?" or "are there healing potions in asecret panel?" or "do other guards wander by?" or "how close is the nearest constable patrol?" or even "what time do the wandering trolls attack?"") are perfectly legitimate and should be able to eliminate any need to fake your die rolls.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2741504, member: 18280"] Absolutely. In OD&D, character generation was pretty easy and death was not a harsh outcome. As D&D became AD&D, and then began to spawn new editions, generation characters became work. In fact, players began to get some sense of the sort of the amount work the DM had been doing behind the scenes since the game was first developed. And, naturally, they became invested in that work in the same way that a DM might become invested in, say, a storyline or the Thirty-Level Dungeon of Doom. Every DM (probably) starts out with "But I invested time in this adventure! This is what you have to do!" Most players don't care for it. To me, fudging the dice is sort of the same thing. "But I invested time in this character! He can't die!" The fact that the PC in question was sorely wounded before deciding to kick the shins of a stone giant notwithstanding. Players make choices. In 3.X they have a pretty good idea of what the likely outcome of those choices will be. If they are to take risks, then they have to face the consequences and glories of those risks, whatever they may be. Otherwise, the risks are not real and the game is boring. In other words, as a player, my mantra is "Kill me if you must, but don't arbitrarily save me from my stupidity." This does not mean that you have to kill the PCs, by the way. "Fudging" along the lines suggested by swrushing (i.e., "decisions like "are the orcs two doors down drunk?" or "are there healing potions in asecret panel?" or "do other guards wander by?" or "how close is the nearest constable patrol?" or even "what time do the wandering trolls attack?"") are perfectly legitimate and should be able to eliminate any need to fake your die rolls. RC [/QUOTE]
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