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Do you reequire your players to think?
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<blockquote data-quote="Rassilon" data-source="post: 2657144" data-attributes="member: 15065"><p>The above has nothing to do with my point really, but it is <em>so</em> beautiful . . .</p><p></p><p>I voted "Yes" but I'm not sure if I do or not, or if I should or not. Beware: the following involves me delving into my gaming philosophy:</p><p></p><p>Excluding uninteresting cases such as 'thinking' = know own bonuses and abilities, of course I do.</p><p></p><p>The issue is real world vs. game world understanding. In my current game I assigned an investigation adventure to a group that is not optimised for such things, but are still okay at it. They spent months (game time) running around - they may say that I made them think, and too much! They could not find a direction or plan, and their fun was being reduced as a result (frustration). Now part of a good adventure is fun, not just thinking exactly as your DM does - so I nudged the adventure, an NPC turned up to help (but not takeover, d. ex. mach. BAD) and on we go. SO in this I <em>didn't</em> expect them to think, I provided a partial solution when they were unable to find one.</p><p></p><p>BUT: I think this is a good thing. Whilst it may have been once of those legendary adventures if they had solved it all themselves, enforcing thinking was getting <strong>boring</strong>, or in other words, they were thinking, just not in the same way as I was.</p><p></p><p>This is where Skill Checks are such a fabulous addition to 3.x. The situation I try to avoid is like the following: In a game where I play, our guys caused a massive black dragon to flee, who then went and destroyed the town that we were trying to save. No player had ever thought that this might be the case, though to the DM, it did in fact make perfect sense. Anyone should realise that powerful evil will trey to extract vengence if it can't obtain victory. </p><p></p><p>Not unreasonable, but as a simple fact it is not always possible for every person playing an entirely imaginary game to have the same thinking - hence skill checks. The DM is a great DM, and I love the campaign, but a K:Arcana check to remove the 'thinking' component even just enough for the DM to say "the dragon will seek revenge against an easier target" puts the players in a better position to come to the same conclusion as the DM. The increased responsibilty would make saving the town a true accomplishment, or alternatively a greater tragedy that we felt we were responsible for, rather than just feeling "shafted".</p><p></p><p>Rassilon.</p></blockquote><p></p>
[QUOTE="Rassilon, post: 2657144, member: 15065"] The above has nothing to do with my point really, but it is [I]so[/I] beautiful . . . I voted "Yes" but I'm not sure if I do or not, or if I should or not. Beware: the following involves me delving into my gaming philosophy: Excluding uninteresting cases such as 'thinking' = know own bonuses and abilities, of course I do. The issue is real world vs. game world understanding. In my current game I assigned an investigation adventure to a group that is not optimised for such things, but are still okay at it. They spent months (game time) running around - they may say that I made them think, and too much! They could not find a direction or plan, and their fun was being reduced as a result (frustration). Now part of a good adventure is fun, not just thinking exactly as your DM does - so I nudged the adventure, an NPC turned up to help (but not takeover, d. ex. mach. BAD) and on we go. SO in this I [I]didn't[/I] expect them to think, I provided a partial solution when they were unable to find one. BUT: I think this is a good thing. Whilst it may have been once of those legendary adventures if they had solved it all themselves, enforcing thinking was getting [B]boring[/B], or in other words, they were thinking, just not in the same way as I was. This is where Skill Checks are such a fabulous addition to 3.x. The situation I try to avoid is like the following: In a game where I play, our guys caused a massive black dragon to flee, who then went and destroyed the town that we were trying to save. No player had ever thought that this might be the case, though to the DM, it did in fact make perfect sense. Anyone should realise that powerful evil will trey to extract vengence if it can't obtain victory. Not unreasonable, but as a simple fact it is not always possible for every person playing an entirely imaginary game to have the same thinking - hence skill checks. The DM is a great DM, and I love the campaign, but a K:Arcana check to remove the 'thinking' component even just enough for the DM to say "the dragon will seek revenge against an easier target" puts the players in a better position to come to the same conclusion as the DM. The increased responsibilty would make saving the town a true accomplishment, or alternatively a greater tragedy that we felt we were responsible for, rather than just feeling "shafted". Rassilon. [/QUOTE]
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