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<blockquote data-quote="Mallus" data-source="post: 4691767" data-attributes="member: 3887"><p>Some observations...</p><p></p><ul> <li data-xf-list-type="ul">There's nothing wrong with the drain pipe being a dead end.</li> </ul> <ul> <li data-xf-list-type="ul">However, there is something wrong with spending a lot of table time on a dead end (if that happened).</li> </ul> <ul> <li data-xf-list-type="ul">If I were the DM, I probably would have whipped up an improvised encounter for inside the pipe.</li> </ul> <ul> <li data-xf-list-type="ul">Or I would have fast-forwarded over <em>not</em> finding anything useful while exploring it ("It takes 6 hours to climb up and then back down the drain. You find no entrance into the citadel").</li> </ul> <ul> <li data-xf-list-type="ul">As for the top of the drain pipe being a potential death trap if the player's monkey with it... that's just bad form. How are the players supposed to <em>know</em> they couldn't survive the Big Flush, maybe hang on and then somehow gain entrance?</li> </ul> <ul> <li data-xf-list-type="ul">Surviving the drain pipe is no more ridiculous --or heroic/creative-- than any one of a number of commonplace D&D occurrences, for instance, the jumping off of high places and not dying of one's injuries at the bottom (assuming one is mid-level or above), or surviving the frequent exposure to explosive <em>fire</em>.</li> </ul> <ul> <li data-xf-list-type="ul">So it's often hard to tell the fatally ridiculous from the strategically sublime, without the DM's help.</li> </ul> <ul> <li data-xf-list-type="ul">(This is largely the product of D&D simulating the frequently ridiculous and almost always contrived worlds of adventure stories, in which logically absurd actions are often effective -- see Indiana Jones and Co. jumping out of plane using an inflatable raft as a parachute/wing.)</li> </ul> <ul> <li data-xf-list-type="ul">Which leads to another issue: tedium is never a smart outcome in a game that's supposed to be about adventure. If player choices lead to nothing exciting happening, there's no need to play it out in detail. Move on. Lingering over dead-ends for the sake of verisimilitude is probably something called the mimetic fallacy (I think).</li> </ul> <ul> <li data-xf-list-type="ul">One last thought (finally). Simulation in an RPG a laudable, even enjoyable, thing. But it's a means to an end. At the point it becomes the end itself, the DM needs to start rethinking his priorities.</li> </ul><p></p><p>And by 'some' observations I obviously meant 'a lot'<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p></blockquote><p></p>
[QUOTE="Mallus, post: 4691767, member: 3887"] Some observations... [list]There's nothing wrong with the drain pipe being a dead end.[/list] [list]However, there is something wrong with spending a lot of table time on a dead end (if that happened).[/list] [list]If I were the DM, I probably would have whipped up an improvised encounter for inside the pipe.[/list] [list]Or I would have fast-forwarded over [i]not[/i] finding anything useful while exploring it ("It takes 6 hours to climb up and then back down the drain. You find no entrance into the citadel").[/list] [list]As for the top of the drain pipe being a potential death trap if the player's monkey with it... that's just bad form. How are the players supposed to [i]know[/i] they couldn't survive the Big Flush, maybe hang on and then somehow gain entrance?[/list] [list]Surviving the drain pipe is no more ridiculous --or heroic/creative-- than any one of a number of commonplace D&D occurrences, for instance, the jumping off of high places and not dying of one's injuries at the bottom (assuming one is mid-level or above), or surviving the frequent exposure to explosive [i]fire[/i].[/list] [list]So it's often hard to tell the fatally ridiculous from the strategically sublime, without the DM's help.[/list] [list](This is largely the product of D&D simulating the frequently ridiculous and almost always contrived worlds of adventure stories, in which logically absurd actions are often effective -- see Indiana Jones and Co. jumping out of plane using an inflatable raft as a parachute/wing.)[/list] [list]Which leads to another issue: tedium is never a smart outcome in a game that's supposed to be about adventure. If player choices lead to nothing exciting happening, there's no need to play it out in detail. Move on. Lingering over dead-ends for the sake of verisimilitude is probably something called the mimetic fallacy (I think).[/list] [list]One last thought (finally). Simulation in an RPG a laudable, even enjoyable, thing. But it's a means to an end. At the point it becomes the end itself, the DM needs to start rethinking his priorities.[/list] And by 'some' observations I obviously meant 'a lot':). [/QUOTE]
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