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General Tabletop Discussion
*Dungeons & Dragons
DM's: How transparent are you with game mechanics "in world?"
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<blockquote data-quote="Lanefan" data-source="post: 8398931" data-attributes="member: 29398"><p>A non-interactive story can do whatever it likes.</p><p></p><p>An RPG where players have characters who are native to the setting* in which the game is set have, I think, every right to expect that their PCs are representative of the populations they were born-raised in. If nothing else, there's other proto-PCs out there - the replacements for the current ones once character turnover sets in - and as they too are part of the general population but as yet we have no idea who they will be, the whole population has to be treated as if any member could become a PC at any time. Result: PCs and NPCs within a species are the same.</p><p></p><p>* - obviously this does not apply in cases where the PCs are transplanted into the setting from elsewhere; but good luck finding replacement PCs when those ones die. <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>If I'd introduced the subspecies into the game as playable then it would be potentially available for play by anyone (I say "potentially" because I keep uncommon or rare species gated behind die rolls so as to keep them unusual in parties as well).</p><p></p><p>He isn't. That campaign collapsed after just a few months.</p><p></p><p>Also, there's a distinction between the players abusing the DM (not the case there) and the DM allowing the players to abuse the game (which was).</p><p></p><p>I'd like to think I and the players can keep things interesting even within those constraints; never mind that it's very true that constraint breeds creativity.</p><p></p><p>That's fair. I've seen it happen more when a DM has become frustrated with some major part of the rules, or the whole system, but rather than start a new campaign the existing one has been changed on the fly.</p><p></p><p>The 3-to-3.5 change example I gave earlier would have had some hellacious effects on the story had things played out, in that it's almost certain my character - having been the cause of the change - would have been driven to suicide after the adventure; both because of what she'd done and in knowledge that every powerful person who had just been weakened by the change would potentially find out she was responsible and come gunning for her. She wouldn't have wanted her friends to have to spend the rest of their lives defending her and maybe dying themselves in the process. </p><p></p><p>This never happened largely because my PC died later in the same adventure (killed by her own party after one too many mis-aimed fireballs) and simply declined revival.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8398931, member: 29398"] A non-interactive story can do whatever it likes. An RPG where players have characters who are native to the setting* in which the game is set have, I think, every right to expect that their PCs are representative of the populations they were born-raised in. If nothing else, there's other proto-PCs out there - the replacements for the current ones once character turnover sets in - and as they too are part of the general population but as yet we have no idea who they will be, the whole population has to be treated as if any member could become a PC at any time. Result: PCs and NPCs within a species are the same. * - obviously this does not apply in cases where the PCs are transplanted into the setting from elsewhere; but good luck finding replacement PCs when those ones die. :) If I'd introduced the subspecies into the game as playable then it would be potentially available for play by anyone (I say "potentially" because I keep uncommon or rare species gated behind die rolls so as to keep them unusual in parties as well). He isn't. That campaign collapsed after just a few months. Also, there's a distinction between the players abusing the DM (not the case there) and the DM allowing the players to abuse the game (which was). I'd like to think I and the players can keep things interesting even within those constraints; never mind that it's very true that constraint breeds creativity. That's fair. I've seen it happen more when a DM has become frustrated with some major part of the rules, or the whole system, but rather than start a new campaign the existing one has been changed on the fly. The 3-to-3.5 change example I gave earlier would have had some hellacious effects on the story had things played out, in that it's almost certain my character - having been the cause of the change - would have been driven to suicide after the adventure; both because of what she'd done and in knowledge that every powerful person who had just been weakened by the change would potentially find out she was responsible and come gunning for her. She wouldn't have wanted her friends to have to spend the rest of their lives defending her and maybe dying themselves in the process. This never happened largely because my PC died later in the same adventure (killed by her own party after one too many mis-aimed fireballs) and simply declined revival. [/QUOTE]
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DM's: How transparent are you with game mechanics "in world?"
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