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Character play vs Player play
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<blockquote data-quote="LostSoul" data-source="post: 6421857" data-attributes="member: 386"><p>I still don't think it's part of action resolution, at least in my game. The declared action for the PC would be something like "I run up the stairs at full speed!" Whether or not the trap door is shut isn't part of that action - and can't be, because the PC has no control over its state*. The player declares what the PC is doing and can't make statements about the game world - that's the DM's job.</p><p></p><p>The player's (and the PC's) intent or goal may be to flee, but in my game we don't worry about that - players declare actions for their PCs and we resolve only the action, not the intent behind it.</p><p></p><p>* - Other than saying "I open the trap door" or something like that.</p><p></p><p></p><p></p><p>I think you're right, how you handle action resolution will have an effect on things like this. </p><p></p><p>I'm interested in these various techniques and why you'd use one over another. I use the random roll to define these undefined elements of the game world because I want to remain impartial as DM; I think that allows the player to more easily engage in the point of my game (overcoming challenges on your way to whatever goal you set for your PC) because they don't have to worry about my subjective rulings on these matters. They can just engage with the game world.</p><p></p><p>There are a lot of subjective judgement calls in the game, especially around action resolution; I'm not really sure why I want subjective judgement calls in some places and not in others. So that's something for me to think about.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6421857, member: 386"] I still don't think it's part of action resolution, at least in my game. The declared action for the PC would be something like "I run up the stairs at full speed!" Whether or not the trap door is shut isn't part of that action - and can't be, because the PC has no control over its state*. The player declares what the PC is doing and can't make statements about the game world - that's the DM's job. The player's (and the PC's) intent or goal may be to flee, but in my game we don't worry about that - players declare actions for their PCs and we resolve only the action, not the intent behind it. * - Other than saying "I open the trap door" or something like that. I think you're right, how you handle action resolution will have an effect on things like this. I'm interested in these various techniques and why you'd use one over another. I use the random roll to define these undefined elements of the game world because I want to remain impartial as DM; I think that allows the player to more easily engage in the point of my game (overcoming challenges on your way to whatever goal you set for your PC) because they don't have to worry about my subjective rulings on these matters. They can just engage with the game world. There are a lot of subjective judgement calls in the game, especially around action resolution; I'm not really sure why I want subjective judgement calls in some places and not in others. So that's something for me to think about. [/QUOTE]
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