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D&D Dungeon Master’s Guide (2024)
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<blockquote data-quote="TiQuinn" data-source="post: 9468312" data-attributes="member: 4871"><p>The PCs don’t know how many XPs the diamond is worth until they appraise it. They don’t know how many XPs the dragon is worth til they kill or subdue it. There’s no difference.</p><p></p><p>And in the case of a story based adventure, as I’ve said repeatedly, no one playing Ravenloft doesn’t know that the goal is to kill the vampire. It’s self-evident.</p><p></p><p></p><p></p><p>I disagree. There’s no difference. The players make their own choices in story-based adventures as well.</p><p></p><p></p><p></p><p>Railroading is a separate, undiscussed topic.</p><p></p><p></p><p></p><p>I mean…you had no problem using that word.</p><p></p><p></p><p></p><p>The game is imaginary. There is not really a dungeon. There is no Mr. Boddy. There is no Park Place and Boardwalk.</p><p></p><p></p><p>[USER=82106]@AbdulAlhazred[/USER] described a situation where a PC stuck their hand in a chest and it was sliced off. Where’s the mechanic for that? Where’s the reasonable risk/reward cue for the PCs there? How was that not “GM Decides?” How was that not completely arbitrary?</p><p></p><p></p><p></p><p>And yet, games exist that do this all the time. You just like games with an extremely fixed set of rules and actions (even though that doesn’t prevent silly results like the aforementioned hand chopping trap). As I’ve said several times, the differences in the editions produce different motivations from the players, but I think you’ve reached a set of conclusions about the game that don’t really hold water.</p><p></p><p>And I noticed you didn’t answer my last question. <img class="smilie smilie--emoji" alt="😉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" title="Winking face :wink:" data-shortname=":wink:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="TiQuinn, post: 9468312, member: 4871"] The PCs don’t know how many XPs the diamond is worth until they appraise it. They don’t know how many XPs the dragon is worth til they kill or subdue it. There’s no difference. And in the case of a story based adventure, as I’ve said repeatedly, no one playing Ravenloft doesn’t know that the goal is to kill the vampire. It’s self-evident. I disagree. There’s no difference. The players make their own choices in story-based adventures as well. Railroading is a separate, undiscussed topic. I mean…you had no problem using that word. The game is imaginary. There is not really a dungeon. There is no Mr. Boddy. There is no Park Place and Boardwalk. [USER=82106]@AbdulAlhazred[/USER] described a situation where a PC stuck their hand in a chest and it was sliced off. Where’s the mechanic for that? Where’s the reasonable risk/reward cue for the PCs there? How was that not “GM Decides?” How was that not completely arbitrary? And yet, games exist that do this all the time. You just like games with an extremely fixed set of rules and actions (even though that doesn’t prevent silly results like the aforementioned hand chopping trap). As I’ve said several times, the differences in the editions produce different motivations from the players, but I think you’ve reached a set of conclusions about the game that don’t really hold water. And I noticed you didn’t answer my last question. 😉 [/QUOTE]
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