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<blockquote data-quote="Badwe" data-source="post: 4707708" data-attributes="member: 61762"><p>the second part of the article, about verisimilitude, struck pretty close for us. Our current DM takes great joy and pride in world building and creating believable worlds. To his credit, he is also eager to adapt to what a party decides to do and roll with it. Unfortunately, the two do not often mix. Reading in the article about the door and how it was basically impossible to open the door reminded me of in our campaign how we encountered a queen of an evil kingdom who was, for all intents and purposes, unkillable. The veteran players in the group knew how to read the signs of a Pet NPC, but one of the newer players decided that some of the “flavoring” of this evil queen’s battle with an NPC gold dragon was invitation to try and snag her ultra-powerful sword. The following round resulted in the baddie disengaging from our NPC ally (without provoking an opportunity attack), dealing over half of the player’s HP in a single hit, spending an action point to finish him off, and picking up the dropped weapon. A very elaborate “no” to be sure, and it had the unfortunate side effect of sucking the wind out of the table. It was at that point the party got a distinct impression the world belonged to the DM and we were just playing it, not even the stars of the story but feeling like archetypal “mooks” working on behalf of the gold dragon. Don’t get me wrong, it’s all very exciting and compelling, but it made me wonder why even put things within our grasp that we’re not supposed to have? The answer, it seems, is because “Bars have a back door.”</p></blockquote><p></p>
[QUOTE="Badwe, post: 4707708, member: 61762"] the second part of the article, about verisimilitude, struck pretty close for us. Our current DM takes great joy and pride in world building and creating believable worlds. To his credit, he is also eager to adapt to what a party decides to do and roll with it. Unfortunately, the two do not often mix. Reading in the article about the door and how it was basically impossible to open the door reminded me of in our campaign how we encountered a queen of an evil kingdom who was, for all intents and purposes, unkillable. The veteran players in the group knew how to read the signs of a Pet NPC, but one of the newer players decided that some of the “flavoring” of this evil queen’s battle with an NPC gold dragon was invitation to try and snag her ultra-powerful sword. The following round resulted in the baddie disengaging from our NPC ally (without provoking an opportunity attack), dealing over half of the player’s HP in a single hit, spending an action point to finish him off, and picking up the dropped weapon. A very elaborate “no” to be sure, and it had the unfortunate side effect of sucking the wind out of the table. It was at that point the party got a distinct impression the world belonged to the DM and we were just playing it, not even the stars of the story but feeling like archetypal “mooks” working on behalf of the gold dragon. Don’t get me wrong, it’s all very exciting and compelling, but it made me wonder why even put things within our grasp that we’re not supposed to have? The answer, it seems, is because “Bars have a back door.” [/QUOTE]
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