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Escaping from (rope) bonds... What is your ruling?
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<blockquote data-quote="tetrasodium" data-source="post: 9368999" data-attributes="member: 93670"><p>This again goes back to you very strongly implying that the players are capable of succeeding by using their preferred method or that the agency players <em>think</em> they have is also the agency they want. The post you quoted mentions three different known scenario elements two assumptions and a presumed roadblock. All six of those were deliberately left as undefined variables to avoid getting lost in the weeds of their specifics and some of them were pretty clearly implied to be less than accurate in ways that admitting why players feel they are stuck would correct through clarification or additional details.</p><p></p><p><strong>No![ATTACH=full]366622[/ATTACH]</strong></p><p></p><p> <strong>Very very much no</strong>! You quoted but skipped over the important part between maybe & clarified. If all the players do is say "skip to the next point where agency or circumstances change" they are actively railroading themselves by avoiding any discussion between themselves & the GM. That discussion would reveal what everyone thinks they know & what everyone☆ is assumed to know so it can be corrected as needed.</p><p></p><p></p><p>How can it pixelbitching if one or more people at the table are assuming incorrect scenario elements or are unaware of seemingly important details they are assumed to have known? Trying to frame this as a MMI scenario just to greenlight the idea that it's ok for players to avoid having a discussion like I described seems to point back to the earlier players always succeed or it's railroading tangent</p><p></p><p>I don't see a conflict. Sometimes it is impossible to do a specific thing but it's possible to do many other things that could change the scenario or lead to the same result. Alice can't untie herself... so what?... can she untie Bob or someone else? Can she negotiate with the guard(s)? Can Dave do something else like turning into a small flavor of monkey that lets him untie others? Can Edith roll sideways to leverage her fire resistance while holding her rope bindings in the torch/camp fire? Can Fred do something with his razor sharp claws?</p><p></p><p>If the answer to any of those questions is yes or maybe then it doesn't matter that it's impossible for Alice to untie herself because the group is surrendering agency to self railroading if they don't even try talking out the knowns unknowns & assumptions of the situation before they immediately give up upon discovering that it's impossible for Alice to untie herself.</p><p></p><p>☆ Incorrect assumptions can go both ways. Maybe the players forgot/didn't notice something the GM thought was clear, maybe the GM overlooked a key detail in how certain abilities work or assumed certain spells were an option. Maybe a player didn't realize they could do the needful to change spells out while bound.</p><p></p><p>★spells not worth defining for discussion of a hypothetical examples stemming from a different hypothetical</p><p>ical</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9368999, member: 93670"] This again goes back to you very strongly implying that the players are capable of succeeding by using their preferred method or that the agency players [I]think[/I] they have is also the agency they want. The post you quoted mentions three different known scenario elements two assumptions and a presumed roadblock. All six of those were deliberately left as undefined variables to avoid getting lost in the weeds of their specifics and some of them were pretty clearly implied to be less than accurate in ways that admitting why players feel they are stuck would correct through clarification or additional details. [B]No![ATTACH type="full" alt="1717773855623.png"]366622[/ATTACH][/B] [B]Very very much no[/B]! You quoted but skipped over the important part between maybe & clarified. If all the players do is say "skip to the next point where agency or circumstances change" they are actively railroading themselves by avoiding any discussion between themselves & the GM. That discussion would reveal what everyone thinks they know & what everyone☆ is assumed to know so it can be corrected as needed. How can it pixelbitching if one or more people at the table are assuming incorrect scenario elements or are unaware of seemingly important details they are assumed to have known? Trying to frame this as a MMI scenario just to greenlight the idea that it's ok for players to avoid having a discussion like I described seems to point back to the earlier players always succeed or it's railroading tangent I don't see a conflict. Sometimes it is impossible to do a specific thing but it's possible to do many other things that could change the scenario or lead to the same result. Alice can't untie herself... so what?... can she untie Bob or someone else? Can she negotiate with the guard(s)? Can Dave do something else like turning into a small flavor of monkey that lets him untie others? Can Edith roll sideways to leverage her fire resistance while holding her rope bindings in the torch/camp fire? Can Fred do something with his razor sharp claws? If the answer to any of those questions is yes or maybe then it doesn't matter that it's impossible for Alice to untie herself because the group is surrendering agency to self railroading if they don't even try talking out the knowns unknowns & assumptions of the situation before they immediately give up upon discovering that it's impossible for Alice to untie herself. ☆ Incorrect assumptions can go both ways. Maybe the players forgot/didn't notice something the GM thought was clear, maybe the GM overlooked a key detail in how certain abilities work or assumed certain spells were an option. Maybe a player didn't realize they could do the needful to change spells out while bound. ★spells not worth defining for discussion of a hypothetical examples stemming from a different hypothetical ical [/QUOTE]
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