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DM'ing is a skill, not an art.
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<blockquote data-quote="Varis" data-source="post: 4695921" data-attributes="member: 82427"><p>I disagree, and have stated previously that fun comes first, then the integirty of the world. </p><p> </p><p>This is because no one wants to win in a 'fudged' world. Winning in a world with integrity makes the victory all the sweeter. The players know that I adhere to this belief.</p><p> </p><p></p><p>Huh, what am I supposed to do? Just give them all the answers. Make it REALLY obvious, ALWAYS (since that's what they'll end up expecting),...no thank you.</p><p> </p><p>Of course different people percieve differently, this is actually my point. Three players had the wisdom to say no, based on the same information provided. Frankly, I wouldnt care if they explored the pipe or ignored it,..so long as they had done it as a team. It would of saved a lot of time. </p><p> </p><p> </p><p>Strange, I wouldnt want to play in a game where the DM makes it up on the spot, changing details to fit the situation and his motives at a whim. </p><p>There ARE fluid elements in the game. Opponents for example, react to decisions made by the party, (they wont just stay in one room if they hear fighting down the hall), and obviously the players actions and thoughts can influence events elsewhere.</p><p>Descriptions of what the players see, I do re-word if necessary,..I'm not THAT bad.</p><p>However static things, like structure, yes, I won't change. I make no applogies for that. </p><p> </p><p>I certainly wouldnt make the pipe an access point, just because the players decide to walk down it. It was a good idea, which in this case, didnt work out.</p></blockquote><p></p>
[QUOTE="Varis, post: 4695921, member: 82427"] I disagree, and have stated previously that fun comes first, then the integirty of the world. This is because no one wants to win in a 'fudged' world. Winning in a world with integrity makes the victory all the sweeter. The players know that I adhere to this belief. Huh, what am I supposed to do? Just give them all the answers. Make it REALLY obvious, ALWAYS (since that's what they'll end up expecting),...no thank you. Of course different people percieve differently, this is actually my point. Three players had the wisdom to say no, based on the same information provided. Frankly, I wouldnt care if they explored the pipe or ignored it,..so long as they had done it as a team. It would of saved a lot of time. Strange, I wouldnt want to play in a game where the DM makes it up on the spot, changing details to fit the situation and his motives at a whim. There ARE fluid elements in the game. Opponents for example, react to decisions made by the party, (they wont just stay in one room if they hear fighting down the hall), and obviously the players actions and thoughts can influence events elsewhere. Descriptions of what the players see, I do re-word if necessary,..I'm not THAT bad. However static things, like structure, yes, I won't change. I make no applogies for that. I certainly wouldnt make the pipe an access point, just because the players decide to walk down it. It was a good idea, which in this case, didnt work out. [/QUOTE]
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