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Consequences of Failure
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<blockquote data-quote="Kinematics" data-source="post: 7806913" data-attributes="member: 6932123"><p>It's an informed response (ie: how the characters have acted, what sort of behavior they are likely to be engaged in, what sort of conditions they're under, etc), and partly supported by the players at the table to shape it into the final result. It was a cooperative effort between the GM and the players, not just the GM telling the players how they acted.</p><p></p><p>I did try to simplify the description of events for the sake of posting here. I didn't expect to have to explain that.</p><p></p><p>Meta-wise, I knew because of the situation and events that have happened in the game. It was specific to that particular situation. It's not a conclusion that I would always reach. And as I said, I didn't act on that directly because I wanted to remain IC.</p><p></p><p></p><p>You're conflating two separate aspects of the argument. It's "lacking" because all it is is, "Enemies attack; roll initiative". It's pure game, almost no story. And as I noted, "Only in hindsight". I'm not saying it's lacking in "slapstick"; that's entirely on you. It's lacking in ways to explore and expound on characters as real living beings in serendipitous ways — chance events that allow characters to develop or express themselves outside of the rigid structure of pure Exploratory play, or fixed modules that have absolutely no concept of who the characters are.</p><p></p><p>And even if it <em>is</em> slapstick, that doesn't make it bad. If that's what makes a game fun for a group, they should certainly be allowed opportunities to expand on that.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7806913, member: 6932123"] It's an informed response (ie: how the characters have acted, what sort of behavior they are likely to be engaged in, what sort of conditions they're under, etc), and partly supported by the players at the table to shape it into the final result. It was a cooperative effort between the GM and the players, not just the GM telling the players how they acted. I did try to simplify the description of events for the sake of posting here. I didn't expect to have to explain that. Meta-wise, I knew because of the situation and events that have happened in the game. It was specific to that particular situation. It's not a conclusion that I would always reach. And as I said, I didn't act on that directly because I wanted to remain IC. You're conflating two separate aspects of the argument. It's "lacking" because all it is is, "Enemies attack; roll initiative". It's pure game, almost no story. And as I noted, "Only in hindsight". I'm not saying it's lacking in "slapstick"; that's entirely on you. It's lacking in ways to explore and expound on characters as real living beings in serendipitous ways — chance events that allow characters to develop or express themselves outside of the rigid structure of pure Exploratory play, or fixed modules that have absolutely no concept of who the characters are. And even if it [i]is[/i] slapstick, that doesn't make it bad. If that's what makes a game fun for a group, they should certainly be allowed opportunities to expand on that. [/QUOTE]
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