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<blockquote data-quote="Sadras" data-source="post: 6308196" data-attributes="member: 6688277"><p>Sure 100%. </p><p></p><p></p><p></p><p>Yeah, personally I'm not good with the latter table approach. I'd be lost. I mean, what if your PCs went mountain climbing and forgot to purchase the rope, grapping hook, map...etc Is equipment out the window too or just the research/guide thing? I guess our table prefers the grittier more natural approach, than the devil may care mess. Even our XP rewards lean far heavier on travel, new experiences, research, social interactions, meeting new persona as opposed to primarily combat.</p><p>Both styles work of course, I just do not think it was fair to ask for the DM to yield information in that sewer situation having not identified his or the group's playstyle. This all is interesting because I think you could easier adapt to my group (research/guide/equipment) as they would just give you more to work with as a storyteller, than if I would to your PC group (muddling things through).</p><p></p><p></p><p></p><p>Sure via extension the character. Player doesn't do the thinking, the character doesnt to his homework.</p><p></p><p></p><p></p><p>From the above the equation one can formulate..</p><p>(PC Knowledge + Abillities) x Sincere Attempt = Possible Skill Check with Success/Failure as an Outcome </p><p></p><p>where,</p><p style="text-align: left"></p><p></p><p>PC Knowledge = Adequate Knowledge </p><p></p><p>Right, so ignoring the Luke/Vader scenario and going back to the sewage one as I feel they run somewhat parallel:</p><p>Your PCs miss your intial clues to get required knowledge (i.e. they ignore the town's library archives), you continue to adapt the story so that the PCs acquire the information anyways (they bump into an old retired architect's assistant at a tavern), or (they find a kid in the sewers that guides them) or (they hear the gong of a church bell, knowing where they are in the sewers). So something along those lines?</p><p>Continually pushing the storyline forward, minimising setbacks and overlooking the Players/Characters "oversights"</p></blockquote><p></p>
[QUOTE="Sadras, post: 6308196, member: 6688277"] Sure 100%. Yeah, personally I'm not good with the latter table approach. I'd be lost. I mean, what if your PCs went mountain climbing and forgot to purchase the rope, grapping hook, map...etc Is equipment out the window too or just the research/guide thing? I guess our table prefers the grittier more natural approach, than the devil may care mess. Even our XP rewards lean far heavier on travel, new experiences, research, social interactions, meeting new persona as opposed to primarily combat. Both styles work of course, I just do not think it was fair to ask for the DM to yield information in that sewer situation having not identified his or the group's playstyle. This all is interesting because I think you could easier adapt to my group (research/guide/equipment) as they would just give you more to work with as a storyteller, than if I would to your PC group (muddling things through). Sure via extension the character. Player doesn't do the thinking, the character doesnt to his homework. From the above the equation one can formulate.. (PC Knowledge + Abillities) x Sincere Attempt = Possible Skill Check with Success/Failure as an Outcome where, [LEFT][COLOR=#000000][/COLOR][/LEFT] PC Knowledge = Adequate Knowledge Right, so ignoring the Luke/Vader scenario and going back to the sewage one as I feel they run somewhat parallel: Your PCs miss your intial clues to get required knowledge (i.e. they ignore the town's library archives), you continue to adapt the story so that the PCs acquire the information anyways (they bump into an old retired architect's assistant at a tavern), or (they find a kid in the sewers that guides them) or (they hear the gong of a church bell, knowing where they are in the sewers). So something along those lines? Continually pushing the storyline forward, minimising setbacks and overlooking the Players/Characters "oversights" [/QUOTE]
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