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Defining Story
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<blockquote data-quote="Hussar" data-source="post: 9254154" data-attributes="member: 22779"><p>Wise words I read on these boards many years ago were, "The dice provide the direction, the players provide the script". It's something I really believe. Sometimes, the dice will actually play a significant role in how something unfolds. As a good example, in our last session, playing Phandelver, one of the players attempted to climb up a loose scree of rock, only to have it dislodge and slide down, revealing (and also mostly killing) a giant poisonous snake. The PC made his save but the snake did not, meaning that despite triggering the trap, the player actually kind of came out on top. </p><p></p><p>Granted, that's not a whole story. That's just one event. But, it will be something that sticks out in my mind. Or, watching the party try to enter the goblin cave, spotting the goblin guard on the bridge without being detected and then proceeding to fire at the goblin six times without killing it, allowing the goblin to raise the alarm. </p><p></p><p>So, yeah, sometimes dice do drive the story. Without the dice, we never would have told that particular story, I don't think. So, there is some validity, IMO, to the notion that dice play a role in creating story. But, again, a lot of the elements of a story are already in place. I have a sneaking suspicion that others who have played this module have had fairly similar results.</p></blockquote><p></p>
[QUOTE="Hussar, post: 9254154, member: 22779"] Wise words I read on these boards many years ago were, "The dice provide the direction, the players provide the script". It's something I really believe. Sometimes, the dice will actually play a significant role in how something unfolds. As a good example, in our last session, playing Phandelver, one of the players attempted to climb up a loose scree of rock, only to have it dislodge and slide down, revealing (and also mostly killing) a giant poisonous snake. The PC made his save but the snake did not, meaning that despite triggering the trap, the player actually kind of came out on top. Granted, that's not a whole story. That's just one event. But, it will be something that sticks out in my mind. Or, watching the party try to enter the goblin cave, spotting the goblin guard on the bridge without being detected and then proceeding to fire at the goblin six times without killing it, allowing the goblin to raise the alarm. So, yeah, sometimes dice do drive the story. Without the dice, we never would have told that particular story, I don't think. So, there is some validity, IMO, to the notion that dice play a role in creating story. But, again, a lot of the elements of a story are already in place. I have a sneaking suspicion that others who have played this module have had fairly similar results. [/QUOTE]
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