it totally won.
What could've been a deadly encounter where a player was challenged, died, and came back knowing their DM pulled no punches and bears are ALWAYS deadly and they had to be on the lookout became an encounter where the player learned bears are deadly sometimes but not to the PC unless the DM wants to allow that possibility so sOMETIMES they have to pay attention and SOMETIMES they can just coast. Though it may be hard to tell when.
Essentially you made the player go "oh that was a cut scene, maybe other encounters will be secretly cut scenes".
That is 100% Prioritizing story. Or prioritizing 'making a thing happen that you planned instead of letting the full tactical possibilities play out". Same thing.
OK, I think we've both beat this horse quite enough. But one thing that gets under my skin is when people presume to tell me what I think, or what my intentions are.
Yes, in the situation that I described, the story possibly changed because of the decision I made (or really would have made).
But my intent was entirely on the situation at the gaming table. The players sitting in front of me, and the fact that we had just started this and I was not going to kill a character in the first encounter. There are a great many things that will end in the same result. But just because the result is the same, doesn't mean that the intent behind it is.
The plan was simple - the first character separated from the party in the woods might be attacked by a bear. The Stealth and Perception rolls played out. The attack was made, and the bear ran away. The only 'planned fudge' was that the single initial attack would not kill the character (really, would not be a critical). If they decided to chase and engage with the bear, then everything else is in play. That is, with the exception of a single killing blow, all of the tactical possibilities were in play.
The player had no such reaction. There only reaction was, "wow, I didn't know that this would be so deadly." The others agreed. "This will be tough" etc. They mentioned that in the first few fights they had, which were mock combats, seemed to be pretty easy. No fudging occurred, period. They just did well. Their expectations were set by the dice alone. And their expectations were wrong.
So no, it wasn't "100% prioritizing the story," and no I didn't "make the player go" anything. You continue to speak in "100%'s" and "facts" when neither of these apply.
Yes, I had an agenda. And that agenda had nothing, 0%, to do with the story. That it potentially affected the story was irrelevant to my agenda. The story would have been unchanged if that character died, except perhaps in regards to that character, and even that was irrelevant. It was all about that practical effects that it would have on the game and the players at the table. Period.
Ilbranteloth