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<blockquote data-quote="Imaro" data-source="post: 6808136" data-attributes="member: 48965"><p>Just a quick question/comment around this... How is this any different when you are making things up on the fly. Unless you can guarantee you don't in any way think about the game, it's characters, consequences, what may happen, etc. outside of in the moment play... I'm not sure how you guarantee that your particular "vision" of the game (What you would prefer to improvise around/explore) isn't what you are pushing for, even if it's subconsciously? </p><p></p><p>As an example, in the previous mountain climbing example, there are an almost unlimited number of outcomes that could take place on a failure (especially since the relationship of skill/task resolution has no bearing on what the failed roll could lead to as an outcome, only what could "logically" arise in the fiction... and yet you as DM have a preference since you are making a specific choice out of all those possibilities... and by the fact that dying and not reaching the mountain top was taken off the table (at least for this particular failure) it seems that you are pushing towards exploration of the content that has already been established... the mountain top and the MacGuffin as opposed to say improvising around another part of the mountain the character could have discovered in his fall... So I'm not seeing how improv protects against this particular problem.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6808136, member: 48965"] Just a quick question/comment around this... How is this any different when you are making things up on the fly. Unless you can guarantee you don't in any way think about the game, it's characters, consequences, what may happen, etc. outside of in the moment play... I'm not sure how you guarantee that your particular "vision" of the game (What you would prefer to improvise around/explore) isn't what you are pushing for, even if it's subconsciously? As an example, in the previous mountain climbing example, there are an almost unlimited number of outcomes that could take place on a failure (especially since the relationship of skill/task resolution has no bearing on what the failed roll could lead to as an outcome, only what could "logically" arise in the fiction... and yet you as DM have a preference since you are making a specific choice out of all those possibilities... and by the fact that dying and not reaching the mountain top was taken off the table (at least for this particular failure) it seems that you are pushing towards exploration of the content that has already been established... the mountain top and the MacGuffin as opposed to say improvising around another part of the mountain the character could have discovered in his fall... So I'm not seeing how improv protects against this particular problem. [/QUOTE]
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