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General Tabletop Discussion
*Dungeons & Dragons
DMG adventure design advice - a bit contradictory?
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<blockquote data-quote="KYRON45" data-source="post: 9381188" data-attributes="member: 6994040"><p>I "the DM" can plan for anything i want.</p><p>You "the player" can DO anything you want.</p><p>For every ending I plan for...there are (random number here) 3 potential endings each player might want to engage in.</p><p>If you are capable of planning for X to the Nth degree of potential eventualities (i am not a mathamegician).....I applaud you and would be happy to build you a shrine.</p><p></p><p>Not every PC is just the numbers on their sheet. Not every player is looking to "win D&D".</p><p>D&D isn't an engineering project where the designers can list and package everything with precision like the owners manual to your car. You're never going to get a manual that gives you scientific explanations for how to have fun.</p><p></p><p>Roll high = good. Roll low = bad. After that it's up to us to create opportunities to have fun with the material in the manuals.</p></blockquote><p></p>
[QUOTE="KYRON45, post: 9381188, member: 6994040"] I "the DM" can plan for anything i want. You "the player" can DO anything you want. For every ending I plan for...there are (random number here) 3 potential endings each player might want to engage in. If you are capable of planning for X to the Nth degree of potential eventualities (i am not a mathamegician).....I applaud you and would be happy to build you a shrine. Not every PC is just the numbers on their sheet. Not every player is looking to "win D&D". D&D isn't an engineering project where the designers can list and package everything with precision like the owners manual to your car. You're never going to get a manual that gives you scientific explanations for how to have fun. Roll high = good. Roll low = bad. After that it's up to us to create opportunities to have fun with the material in the manuals. [/QUOTE]
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DMG adventure design advice - a bit contradictory?
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