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<blockquote data-quote="EzekielRaiden" data-source="post: 8952619" data-attributes="member: 6790260"><p>Again: See above. There are routes to getting <em>literally identical results</em>, with nothing whatsoever changed about the <em>game</em> state, which do not, at all, require that you be deceiving the players and preventing them from discovering that deception. Diegetic changes that can be made, and thus found, and thus build into some new story. If, as you and others say, this is something that only occurs at "the far end of the bell curve," you should only need to make such diegetic changes extremely rarely, and thus it shouldn't be a massive burden to do so. It would, of course, help to do a little bit of prep work to explain why/how such changes could occur, but it isn't strictly necessary.</p><p></p><p>And when you make those changes diegetic, you actually empower both yourself and your players. For yourself, you apply the Bob Ross treatment: there are no mistakes, just happy accidents, because when you do make a mistake, you leverage it, turn it into something greater. For your players, they are rewarded for being observant, tactical, and investigative. Their engagement pays dividends, and transforms what would be a weakening of their skills into a strengthening thereof. There are, quite literally, no downsides, so long as you are willing to do just a <em>little</em> bit of prep work (e.g. "How might the party be saved from Bad Stuff?"/"What might deny strength to these <gnolls/hobgoblins/minotaurs/etc.>?"), or at least willing to be flexible and come up with an explanation after the fact ("You know that SHOULD have been a deathblow...but it wasn't. Why or how, you don't quite know, but you've been given a second chance. Use it wisely.")</p><p></p><p>These are the seeds that can grow into whole adventures, if you let them.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8952619, member: 6790260"] Again: See above. There are routes to getting [I]literally identical results[/I], with nothing whatsoever changed about the [I]game[/I] state, which do not, at all, require that you be deceiving the players and preventing them from discovering that deception. Diegetic changes that can be made, and thus found, and thus build into some new story. If, as you and others say, this is something that only occurs at "the far end of the bell curve," you should only need to make such diegetic changes extremely rarely, and thus it shouldn't be a massive burden to do so. It would, of course, help to do a little bit of prep work to explain why/how such changes could occur, but it isn't strictly necessary. And when you make those changes diegetic, you actually empower both yourself and your players. For yourself, you apply the Bob Ross treatment: there are no mistakes, just happy accidents, because when you do make a mistake, you leverage it, turn it into something greater. For your players, they are rewarded for being observant, tactical, and investigative. Their engagement pays dividends, and transforms what would be a weakening of their skills into a strengthening thereof. There are, quite literally, no downsides, so long as you are willing to do just a [I]little[/I] bit of prep work (e.g. "How might the party be saved from Bad Stuff?"/"What might deny strength to these <gnolls/hobgoblins/minotaurs/etc.>?"), or at least willing to be flexible and come up with an explanation after the fact ("You know that SHOULD have been a deathblow...but it wasn't. Why or how, you don't quite know, but you've been given a second chance. Use it wisely.") These are the seeds that can grow into whole adventures, if you let them. [/QUOTE]
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