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Basic DMing - The Advice of the Times
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<blockquote data-quote="Iosue" data-source="post: 6141131" data-attributes="member: 6680772"><p>That's in the Moldvay advice, which I'll cover in more detail later. I think your take is a common one, but in actuality the "DM is the Boss" and section and the example with the chasm are in two different sections, addressing two different things. The "DM is the Boss" section is referring to disputes at the table, and refers to the DM being the final decision maker (and is far more nuanced than the heading suggests). The chasm example is actually in favor of being open to ideas and always allowing a chance. It just approaches the issue from a different direction. I believe Moldvay's intent with his example was, "Even such situations where you think a PC's action will result in certain death, always allow a chance." So rather than "rig the numbers to reflect almost certain death", the idea is "even if the situation is one of certain death, rig the numbers so that there's a chance of success." I do agree, though, that there's a missed opportunity, and the example would be more effective with even slightly higher numbers: say, 10% instead of 2%.</p><p></p><p>Definitely, I think the advice I'll be presenting in this thread reflects but one approach. The equivalent advice in 4e's DMG (which I greatly admire), or in a more story-oriented game like Burning Wheel would be something to the effect of, "By suggesting this brash action, the player has given you an opportunity to create new and interesting situations, and you should take advantage of it in your adjudication. Say 'yes, and' or 'yes, but'." The advice in these sources is more along the lines of, "Create the parameters of the game, and as much as possible leave everything else to player choice. Even if the player suggests something that's certain suicide, set a chance of success, tell the player and ask, 'Do you want to do this?'"</p></blockquote><p></p>
[QUOTE="Iosue, post: 6141131, member: 6680772"] That's in the Moldvay advice, which I'll cover in more detail later. I think your take is a common one, but in actuality the "DM is the Boss" and section and the example with the chasm are in two different sections, addressing two different things. The "DM is the Boss" section is referring to disputes at the table, and refers to the DM being the final decision maker (and is far more nuanced than the heading suggests). The chasm example is actually in favor of being open to ideas and always allowing a chance. It just approaches the issue from a different direction. I believe Moldvay's intent with his example was, "Even such situations where you think a PC's action will result in certain death, always allow a chance." So rather than "rig the numbers to reflect almost certain death", the idea is "even if the situation is one of certain death, rig the numbers so that there's a chance of success." I do agree, though, that there's a missed opportunity, and the example would be more effective with even slightly higher numbers: say, 10% instead of 2%. Definitely, I think the advice I'll be presenting in this thread reflects but one approach. The equivalent advice in 4e's DMG (which I greatly admire), or in a more story-oriented game like Burning Wheel would be something to the effect of, "By suggesting this brash action, the player has given you an opportunity to create new and interesting situations, and you should take advantage of it in your adjudication. Say 'yes, and' or 'yes, but'." The advice in these sources is more along the lines of, "Create the parameters of the game, and as much as possible leave everything else to player choice. Even if the player suggests something that's certain suicide, set a chance of success, tell the player and ask, 'Do you want to do this?'" [/QUOTE]
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