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DM's: How transparent are you with game mechanics "in world?"
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<blockquote data-quote="Lanefan" data-source="post: 8396762" data-attributes="member: 29398"><p>Mindflayers are monsters, which I've already noted can and do work differently.</p><p></p><p>One was outright bad; he played favourites among the players and overall was on something of a power trip. Another was inexperienced (which is fine, of course) and somewhat let the players walk all over him (which isn't fine; being walked over was kind of a part of his personality, and as this wasn't likely to change it meant he wasn't really cut out to be a DM).</p><p></p><p>Cool! Now tell me, how can you possibly have one without the other?</p><p></p><p>We agree about balance, at least. <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><p></p><p>I put setting consistency ahead of story pretty much every time; in part because if I and-or the players can't use the setting as-is to tell a decent story then I've clearly designed a garbage setting and should start over.</p><p></p><p>They don't.</p><p></p><p>Game mechanics. If Elves have a non-class-related power then it perforce has to apply to all Elves as a benefit of species, thus making them more powerful (probably). If only some Elves have a power then, if it's not class-related, how do they get it and why can't my Elf PC get it?</p><p></p><p>I see class as very much translating into the game world, much like occupation translates in our real world.</p><p></p><p>Real-world conversation:</p><p></p><p>"What do you do?"</p><p>"I'm an accountant with Price-Waterhouse."</p><p></p><p>In-setting conversation:</p><p></p><p>"What do you do?"</p><p>"I'm an adventuring Cleric to Tymora."</p><p></p><p>It's the same conversation.</p><p></p><p>I very much agree. I just don't have the patience to do all the designing it'd take to get to that point. <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><p></p><p>Well, in the specific example of Clerical spells in fact I <strong>do</strong> have to prepare everything in advance, such that a player thinking of playing a Cleric has all the options - and the ramifications thereof, for good and-or bad - available up front. And as I've no idea ahead of time which deities the players will want to play Clerics to either now or later, to do this right means I have to design a bespoke spell list for each one of 'em; and last I checked, my setting has something like 70 deities in it.</p><p></p><p>Life's too short. <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="Lanefan, post: 8396762, member: 29398"] Mindflayers are monsters, which I've already noted can and do work differently. One was outright bad; he played favourites among the players and overall was on something of a power trip. Another was inexperienced (which is fine, of course) and somewhat let the players walk all over him (which isn't fine; being walked over was kind of a part of his personality, and as this wasn't likely to change it meant he wasn't really cut out to be a DM). Cool! Now tell me, how can you possibly have one without the other? We agree about balance, at least. :) I put setting consistency ahead of story pretty much every time; in part because if I and-or the players can't use the setting as-is to tell a decent story then I've clearly designed a garbage setting and should start over. They don't. Game mechanics. If Elves have a non-class-related power then it perforce has to apply to all Elves as a benefit of species, thus making them more powerful (probably). If only some Elves have a power then, if it's not class-related, how do they get it and why can't my Elf PC get it? I see class as very much translating into the game world, much like occupation translates in our real world. Real-world conversation: "What do you do?" "I'm an accountant with Price-Waterhouse." In-setting conversation: "What do you do?" "I'm an adventuring Cleric to Tymora." It's the same conversation. I very much agree. I just don't have the patience to do all the designing it'd take to get to that point. :) Well, in the specific example of Clerical spells in fact I [B]do[/B] have to prepare everything in advance, such that a player thinking of playing a Cleric has all the options - and the ramifications thereof, for good and-or bad - available up front. And as I've no idea ahead of time which deities the players will want to play Clerics to either now or later, to do this right means I have to design a bespoke spell list for each one of 'em; and last I checked, my setting has something like 70 deities in it. Life's too short. :) [/QUOTE]
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