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Burning Questions: What's the Worst Thing a DM Can Do?
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7758752" data-attributes="member: 6873517"><p>I don't use this kind of thing all the time. Like any tool it can be overused but a little bit here and there does put the players on edge or push them in a direction that I'm fairly certain they wouldn't go. The vast majority of the time I'm pretty sure I just run things more or less from the "what do you do?" frame. I am, however, willing to depart from it. </p><p></p><p></p><p></p><p></p><p>I feel I'm pretty intermediate, actually. There's a slippery slope, sure, but appeals to slippery slopes are generally fallacious for reasons that go beyond the thread, but of course one can read about it <a href="https://en.wikipedia.org/wiki/Slippery_slope" target="_blank">here</a>. </p><p></p><p>What I'm doing is letting the dice help fill in intermediate details and suggest directions. The dice help keep me on my toes and also help me break loops of indecision or patterns. As I said elsewhere in this massive thread, I see them as being ways to encourage lateral thinking, both in myself and in my players, as well as putting more tension on in some circumstances. </p><p></p><p>Calling for the occasional roll that's not quite what the player expected is one tool, but like anything else it can be overused. A red herring is a good example. A few here and there might be OK. If you have many of them, though, it gets really old. </p><p></p><p>Someone who wanted it totally straight "what do you do?" with no deviations would, I fear, not like my game much. </p><p></p><p></p><p></p><p></p><p>Man, I hope you make your players get a bowl haircut or at least a wig.... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7758752, member: 6873517"] I don't use this kind of thing all the time. Like any tool it can be overused but a little bit here and there does put the players on edge or push them in a direction that I'm fairly certain they wouldn't go. The vast majority of the time I'm pretty sure I just run things more or less from the "what do you do?" frame. I am, however, willing to depart from it. I feel I'm pretty intermediate, actually. There's a slippery slope, sure, but appeals to slippery slopes are generally fallacious for reasons that go beyond the thread, but of course one can read about it [URL="https://en.wikipedia.org/wiki/Slippery_slope"]here[/URL]. What I'm doing is letting the dice help fill in intermediate details and suggest directions. The dice help keep me on my toes and also help me break loops of indecision or patterns. As I said elsewhere in this massive thread, I see them as being ways to encourage lateral thinking, both in myself and in my players, as well as putting more tension on in some circumstances. Calling for the occasional roll that's not quite what the player expected is one tool, but like anything else it can be overused. A red herring is a good example. A few here and there might be OK. If you have many of them, though, it gets really old. Someone who wanted it totally straight "what do you do?" with no deviations would, I fear, not like my game much. Man, I hope you make your players get a bowl haircut or at least a wig.... :p [/QUOTE]
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