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Best practices for easy-to-run modules [+]
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<blockquote data-quote="Bill Zebub" data-source="post: 9808932" data-attributes="member: 7031982"><p>To make sure I'm understanding, are you suggesting that they should be careful and search every single square of the dungeon so they don't miss anything, or that there was some reason (that they missed) that they should have searched for that secret door? If it's the latter, then yes I'm agreeing with you. If it's the former, then just no. No interest in playing that way. It's not fun now and it never was.</p><p></p><p></p><p>...and even if they do search in the right place (or every place), you <em>still</em> use RNG to determine if they are successful?</p><p></p><p></p><p>If they are missing things because of their own (the players') mistakes...such as missing the tells...then I'm with you. If they are missing things because they are expected to search every square of the dungeon, and/or because the dice told them they missed it, then no. </p><p></p><p></p><p>No. That statement is only true in one direction. Yes, random things are unpredictable. But not all unpredictable things are random. People used to not be able to predict comets and eclipses. That doesn't mean they used to be random and now they are not.</p><p></p><p></p><p>If they are synonymous then why do we have two different verbs?</p><p></p><p></p><p>Yes, I understand that people who play that way are using randomness to model uncertainty. I can understand why that is a tempting short cut. But it's not random whether or not a certain person knows something. Any more than it's random whether or not a sword strike lands.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9808932, member: 7031982"] To make sure I'm understanding, are you suggesting that they should be careful and search every single square of the dungeon so they don't miss anything, or that there was some reason (that they missed) that they should have searched for that secret door? If it's the latter, then yes I'm agreeing with you. If it's the former, then just no. No interest in playing that way. It's not fun now and it never was. ...and even if they do search in the right place (or every place), you [I]still[/I] use RNG to determine if they are successful? If they are missing things because of their own (the players') mistakes...such as missing the tells...then I'm with you. If they are missing things because they are expected to search every square of the dungeon, and/or because the dice told them they missed it, then no. No. That statement is only true in one direction. Yes, random things are unpredictable. But not all unpredictable things are random. People used to not be able to predict comets and eclipses. That doesn't mean they used to be random and now they are not. If they are synonymous then why do we have two different verbs? Yes, I understand that people who play that way are using randomness to model uncertainty. I can understand why that is a tempting short cut. But it's not random whether or not a certain person knows something. Any more than it's random whether or not a sword strike lands. [/QUOTE]
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