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Do you plan to adopt D&D5.5One2024Redux?
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<blockquote data-quote="Faolyn" data-source="post: 9325045" data-attributes="member: 6915329"><p>Sure, why not?</p><p></p><p>In GMing a PbtA game, I've learned that letting the players make stuff up on the fly makes for a far more interesting and dynamic game than forcing them to come up with everything ahead of time. </p><p></p><p>Saying "I've sailed the inland sea" is fine, but using that sentence to prevent the player from ever having sailed anywhere else means that the game can stall elsewhere down the line. It's like putting the means of finding the Very Important Clue or getting to the Very Important Area behind a single die roll--on a failure, the game can basically end there. Most tables find that to be Not Cool.</p><p></p><p></p><p>Some of it would be different--the propulsion method of the ship--but a lot of it? The day to day mechanics, knowing how to read the movements and color of the sea and sky, knowing sailor slang, knowing how many supplies you'll likely need on a voyage of roughly X weeks, knowing what it means when you see a whale or sea serpent breach nearby--that's all going to be the same. </p><p></p><p>So at most you'd say, "Well, you're used to oar-powered merchant traders, so you're not entirely how the spar and boom works If you want to try to fiddle with it, roll with disadvantage." Or more likely, you've just hitched a ride on a boat manned by sailors who know what they're doing, so the vast majority of time player probably wouldn't <em>need </em>to fiddle with the spar and boom. Ditto anything else. "You know what it means when blue-scaled sea serpents breach and do back flips, but you've never seen a gold-fringed sea serpent before. Roll Nature at disadvantage."</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9325045, member: 6915329"] Sure, why not? In GMing a PbtA game, I've learned that letting the players make stuff up on the fly makes for a far more interesting and dynamic game than forcing them to come up with everything ahead of time. Saying "I've sailed the inland sea" is fine, but using that sentence to prevent the player from ever having sailed anywhere else means that the game can stall elsewhere down the line. It's like putting the means of finding the Very Important Clue or getting to the Very Important Area behind a single die roll--on a failure, the game can basically end there. Most tables find that to be Not Cool. Some of it would be different--the propulsion method of the ship--but a lot of it? The day to day mechanics, knowing how to read the movements and color of the sea and sky, knowing sailor slang, knowing how many supplies you'll likely need on a voyage of roughly X weeks, knowing what it means when you see a whale or sea serpent breach nearby--that's all going to be the same. So at most you'd say, "Well, you're used to oar-powered merchant traders, so you're not entirely how the spar and boom works If you want to try to fiddle with it, roll with disadvantage." Or more likely, you've just hitched a ride on a boat manned by sailors who know what they're doing, so the vast majority of time player probably wouldn't [I]need [/I]to fiddle with the spar and boom. Ditto anything else. "You know what it means when blue-scaled sea serpents breach and do back flips, but you've never seen a gold-fringed sea serpent before. Roll Nature at disadvantage." [/QUOTE]
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