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<blockquote data-quote="TiQuinn" data-source="post: 9468282" data-attributes="member: 4871"><p>The same way you described? By exploring it, interacting with NPCs, searching rooms, casting spells, and so on.</p><p></p><p>As for “How do they know if they’re winning or losing?”</p><p></p><p>Is this <em>really</em> a problem you’ve been encountered? I have an extremely hard time believing we’re not theorycrafting here.</p><p></p><p>I’m going to go back to this - story goals are self-evident. After the DM presents the problem, the end goal is pretty clear. I mentioned several examples earlier. And they’ll know if they’re progressing towards a goal based on how the story progresses:</p><p></p><ul> <li data-xf-list-type="ul">They find the holy symbol of Ravenkind that can help keep Strahd at bay.</li> </ul><p></p><ul> <li data-xf-list-type="ul">They find a clue that says the missing prince is in the lower reaches of the Temple.</li> </ul><p></p><p>Finally, they gain experience points. That’s the metric that everyone uses in terms of meta-gaming. Thr player knows they’re winning because they know they’re gaining XP.</p><p></p><p>Let me flip that around: Why does the player in your non story based game continue adventuring? The PCs clear out Dungeon Level 1 of all of its gold and find the stairs to Dungeon Level 2 where the monsters and traps are deadlier but the gold is higher. But instead, they say no…”we want you to generate another dungeon because surely there are more. We want to keep clearing out Dungeon Level 1s because we prefer safety. After all, it’s just the gold that matters. There’s nothing in the rules that say we need to accept greater risk.” Would you accept that rather absurd argument from the players?</p></blockquote><p></p>
[QUOTE="TiQuinn, post: 9468282, member: 4871"] The same way you described? By exploring it, interacting with NPCs, searching rooms, casting spells, and so on. As for “How do they know if they’re winning or losing?” Is this [I]really[/I] a problem you’ve been encountered? I have an extremely hard time believing we’re not theorycrafting here. I’m going to go back to this - story goals are self-evident. After the DM presents the problem, the end goal is pretty clear. I mentioned several examples earlier. And they’ll know if they’re progressing towards a goal based on how the story progresses: [LIST] [*]They find the holy symbol of Ravenkind that can help keep Strahd at bay. [/LIST] [LIST] [*]They find a clue that says the missing prince is in the lower reaches of the Temple. [/LIST] Finally, they gain experience points. That’s the metric that everyone uses in terms of meta-gaming. Thr player knows they’re winning because they know they’re gaining XP. Let me flip that around: Why does the player in your non story based game continue adventuring? The PCs clear out Dungeon Level 1 of all of its gold and find the stairs to Dungeon Level 2 where the monsters and traps are deadlier but the gold is higher. But instead, they say no…”we want you to generate another dungeon because surely there are more. We want to keep clearing out Dungeon Level 1s because we prefer safety. After all, it’s just the gold that matters. There’s nothing in the rules that say we need to accept greater risk.” Would you accept that rather absurd argument from the players? [/QUOTE]
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