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<blockquote data-quote="Sadras" data-source="post: 6308273" data-attributes="member: 6688277"><p>Okay, fair enough, but these adventurers were in the sewers, I'm sure you are not a seasoned traveller of sewers unless the Ninja Turtles have made a strong comeback. But generally I get what you saying in the rest of your post regarding a DM does not 5 senses make. I tend to agree with you on most points, but would not discount the possibility of getting lost, I would certainly provide further information - if they travelled in a mostly eaterly direction, number of drains, noises they have heard, where they entered from...give some clues. </p><p></p><p></p><p></p><p>Contrived scenarios break immersion from the story I'm telling. It would feel forced and fake. The PCs are a stumbling point and I create something in the story for them to figure out. Id prefer to say using your character's intelligence of 17 you essentially have the ability to fast track the mathematical puzzle before you (as a DM I start decreasing the goal posts of the puzzle's answer), giving the player something to work with. I'm still allowing him to figure it out and benefit from his high intelligence. And as time passes I could narrow the goal posts further, hopefully the player/s will get the answer on their own. </p><p>I generally use a lot of puzzles, riddles and such like in our games - attempting to make things challenging enough and that no matter that I've given some hints/clues (if any) the players themselves must feel like they solved puzzles/riddles. You can do the same with social interactions, research, insight rolls...where you begin leading PCs, but up to a point. </p><p></p><p>So in the instance of the sewers - if I have imagined this area of the sewers is empty and the adventurers are lost, I generally do not adhoc create a character to appear to assist them - that destroys my story, even if done creatively - likey they hear the distant crying of a child. My immersion of the world I created, it needs to feel natural and unforced. Hope I'm making myself clear.</p><p>And every other point you mentioned further in the discussion which I have not included I agree on.</p></blockquote><p></p>
[QUOTE="Sadras, post: 6308273, member: 6688277"] Okay, fair enough, but these adventurers were in the sewers, I'm sure you are not a seasoned traveller of sewers unless the Ninja Turtles have made a strong comeback. But generally I get what you saying in the rest of your post regarding a DM does not 5 senses make. I tend to agree with you on most points, but would not discount the possibility of getting lost, I would certainly provide further information - if they travelled in a mostly eaterly direction, number of drains, noises they have heard, where they entered from...give some clues. Contrived scenarios break immersion from the story I'm telling. It would feel forced and fake. The PCs are a stumbling point and I create something in the story for them to figure out. Id prefer to say using your character's intelligence of 17 you essentially have the ability to fast track the mathematical puzzle before you (as a DM I start decreasing the goal posts of the puzzle's answer), giving the player something to work with. I'm still allowing him to figure it out and benefit from his high intelligence. And as time passes I could narrow the goal posts further, hopefully the player/s will get the answer on their own. I generally use a lot of puzzles, riddles and such like in our games - attempting to make things challenging enough and that no matter that I've given some hints/clues (if any) the players themselves must feel like they solved puzzles/riddles. You can do the same with social interactions, research, insight rolls...where you begin leading PCs, but up to a point. So in the instance of the sewers - if I have imagined this area of the sewers is empty and the adventurers are lost, I generally do not adhoc create a character to appear to assist them - that destroys my story, even if done creatively - likey they hear the distant crying of a child. My immersion of the world I created, it needs to feel natural and unforced. Hope I'm making myself clear. And every other point you mentioned further in the discussion which I have not included I agree on. [/QUOTE]
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