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Best practices for easy-to-run modules [+]
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<blockquote data-quote="Lanefan" data-source="post: 9809198" data-attributes="member: 29398"><p>Sorry, but it's the former.</p><p></p><p>Yes.</p><p></p><p>An analogy:</p><p></p><p>Let's say that on my way to work each day there's a little cat I sometimes stop and pat while walking down Street X, but only sometimes as the cat isn't there every day and there's no real pattern to it.</p><p></p><p>Which means, if I walk down Street X there's a chance I'll see the cat but if I walk down equally-convenient Street Y there's no chance of it. Same goes here: if I search I give myself a chance to find something but if I don't search there's no chance.</p><p></p><p>So you're saying if they search and there's something there to find they'll auto-find it? As a player I'd break that in one action declaration: "I'm searching everywhere we go, as SOP". If there's no chance for me to miss things when I search, I've just blown open every secret the place has, which is very quickly going to discourage you-as-DM from placing secrets in your dungeons. And where's the fun in that?</p><p></p><p>To the people observing them at the time, before their patterns became known, they appeared to be random; which for our here-and-now gameplay purposes is the same as their actually being random.</p><p></p><p>How else do you model uncertainty?</p><p></p><p>If I walk up to 20 random people in the street and ask each one who won the 1993 Stanley Cup I've no way of knowing how many of those 20 people will know (and-or in the moment remember) the answer. From my perspective as the inquirer, it's random.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9809198, member: 29398"] Sorry, but it's the former. Yes. An analogy: Let's say that on my way to work each day there's a little cat I sometimes stop and pat while walking down Street X, but only sometimes as the cat isn't there every day and there's no real pattern to it. Which means, if I walk down Street X there's a chance I'll see the cat but if I walk down equally-convenient Street Y there's no chance of it. Same goes here: if I search I give myself a chance to find something but if I don't search there's no chance. So you're saying if they search and there's something there to find they'll auto-find it? As a player I'd break that in one action declaration: "I'm searching everywhere we go, as SOP". If there's no chance for me to miss things when I search, I've just blown open every secret the place has, which is very quickly going to discourage you-as-DM from placing secrets in your dungeons. And where's the fun in that? To the people observing them at the time, before their patterns became known, they appeared to be random; which for our here-and-now gameplay purposes is the same as their actually being random. How else do you model uncertainty? If I walk up to 20 random people in the street and ask each one who won the 1993 Stanley Cup I've no way of knowing how many of those 20 people will know (and-or in the moment remember) the answer. From my perspective as the inquirer, it's random. [/QUOTE]
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