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Do you pull the chain?
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<blockquote data-quote="Dan'L" data-source="post: 5232366" data-attributes="member: 68954"><p>But again, <em>why</em> does your character think it's an unwise thing to pull the chain? In this hypothetical scenario, there is nothing to indicate it outside of apprehensions brought in through players' metagame knowledge of what typically can happen in D&D with the DM With the Maniacally Evil Grin.</p><p></p><p></p><p></p><p>I inferred from your statement an implied decision to have your character advise the party against pulling the chain. If this is so, then who made the decision to have the character offer this advice, if it wasn't you the player? It wasn't the DM; there's not enough info given in the scenario to force that conclusion.</p><p></p><p>Look, there's nobody here (that I can tell) trying to argue that playing the game in this way is bad; rather, mostly that it's where a lot of the fun comes from. This is where the metagame and the game come together, and <em>it's okay</em> that they do.</p><p></p><p>***</p><p></p><p>So as not to side-track the thread completely: </p><p></p><p>What do I think happens when the chain is pulled? Adventure: potential energy becomes kinetic and thing(s) happen. </p><p></p><p>I would hope that something exciting would happen: a trap, a summon, or an alarm; or at least something that makes the players groan like at a bad pun: a toilet flushes, a mechanical cuckoo pops out of the door and the clock is reset, or a big doll says "ma-ma." I think just about any result would be fine short of nothing at all. </p><p></p><p>The worst thing would be if you pulled the chain and absolutely nothing happened. There needs to be <em>some</em> kind of payoff.</p><p></p><p>-Dan'L</p></blockquote><p></p>
[QUOTE="Dan'L, post: 5232366, member: 68954"] But again, [I]why[/I] does your character think it's an unwise thing to pull the chain? In this hypothetical scenario, there is nothing to indicate it outside of apprehensions brought in through players' metagame knowledge of what typically can happen in D&D with the DM With the Maniacally Evil Grin. I inferred from your statement an implied decision to have your character advise the party against pulling the chain. If this is so, then who made the decision to have the character offer this advice, if it wasn't you the player? It wasn't the DM; there's not enough info given in the scenario to force that conclusion. Look, there's nobody here (that I can tell) trying to argue that playing the game in this way is bad; rather, mostly that it's where a lot of the fun comes from. This is where the metagame and the game come together, and [I]it's okay[/I] that they do. *** So as not to side-track the thread completely: What do I think happens when the chain is pulled? Adventure: potential energy becomes kinetic and thing(s) happen. I would hope that something exciting would happen: a trap, a summon, or an alarm; or at least something that makes the players groan like at a bad pun: a toilet flushes, a mechanical cuckoo pops out of the door and the clock is reset, or a big doll says "ma-ma." I think just about any result would be fine short of nothing at all. The worst thing would be if you pulled the chain and absolutely nothing happened. There needs to be [I]some[/I] kind of payoff. -Dan'L [/QUOTE]
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Do you pull the chain?
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