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General Tabletop Discussion
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Character play vs Player play
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<blockquote data-quote="Mallus" data-source="post: 6424037" data-attributes="member: 3887"><p>I haven't been playing along, but if you don't mind... </p><p></p><p> (player declares Elminster is a buddy of theirs).</p><p></p><p>I'd say "no, he's not". My general rules regarding players adding directly to the game's fiction (outside of PC actions) is this: you can add anything that makes the game more interesting -- but you can't add direct solutions to the challenges at hand. </p><p></p><p>(this also applies to swapping-out PCs: you can always switch to a new PC of the same level, unless you're doing so specifically to overcome/defeat the current enemy or problem). </p><p></p><p> ("hey look, a hovercraft!").</p><p></p><p>This one's different. The hovercraft is kinda a solution to the immediate problem, but a random bar-fight isn't a big threat, so the hovercraft becomes more a "cool thing that can lead to more interesting adventures" rather than "a boring quick fix". Besides, something like a technological artifact is fully under the DM's control, it's as much a tool for <em>me</em> as it is the PCs.</p><p></p><p>So tl;dr version: players are free to add <em>complications</em>, but not <em>solutions</em>.</p><p></p><p>As for the integrity of the game world -- the overriding truth about a game setting, any setting, really, is that it is a kind of fiction. Made of words/published text/napkin scribbles. It's only as real as the players interest in it. And when they're telling you want they find interesting by adding their own contributions to it, you might want to listen...</p></blockquote><p></p>
[QUOTE="Mallus, post: 6424037, member: 3887"] I haven't been playing along, but if you don't mind... (player declares Elminster is a buddy of theirs). I'd say "no, he's not". My general rules regarding players adding directly to the game's fiction (outside of PC actions) is this: you can add anything that makes the game more interesting -- but you can't add direct solutions to the challenges at hand. (this also applies to swapping-out PCs: you can always switch to a new PC of the same level, unless you're doing so specifically to overcome/defeat the current enemy or problem). ("hey look, a hovercraft!"). This one's different. The hovercraft is kinda a solution to the immediate problem, but a random bar-fight isn't a big threat, so the hovercraft becomes more a "cool thing that can lead to more interesting adventures" rather than "a boring quick fix". Besides, something like a technological artifact is fully under the DM's control, it's as much a tool for [i]me[/i] as it is the PCs. So tl;dr version: players are free to add [i]complications[/i], but not [i]solutions[/i]. As for the integrity of the game world -- the overriding truth about a game setting, any setting, really, is that it is a kind of fiction. Made of words/published text/napkin scribbles. It's only as real as the players interest in it. And when they're telling you want they find interesting by adding their own contributions to it, you might want to listen... [/QUOTE]
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