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*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Imaro" data-source="post: 6207152" data-attributes="member: 48965"><p>So it's pretty much ambiguous? That means there is the possibility that a DM can think he has established something satisfactorily but hasn't... </p><p></p><p>I want to pose the same question to you I posed earlier... do you tell your players that things are malleable and can change on a whim, or do you keep them in the dark? I also want to ask... what do you do when you feel the players have come up with an idea that isn't better? How do you handle that situation in narrative play? I don't mean something that breaks genre conceits or something of that nature, but something you fell wouldn't be as interesting or as fun as what you as DM had thought of? I'm asking because I never/hardly(because perhaps a minor case is slipping my mind) see this discussed in so far as narrative play goes... I mean honestly I have to wonder if these players are consistently thinking up better ideas than the DM why don't they take a turn DM'ing a game?</p><p></p><p></p><p></p><p>This is almost alien to me since it seems the genre D&D is emulating (whether Swords and sorcery, high fantasy, or gonzo fantasy) all have exploration and discovery of the unknown as a genre conceit. The protagonists in these types of stories tend to explore and discover things (and yes sometimes their assumptions are worng and it gets them into even more trouble.), so maybe that's why I find a play style where they can't truly discover or explore(even if it's hidden from the players) not necessarily to my liking.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6207152, member: 48965"] So it's pretty much ambiguous? That means there is the possibility that a DM can think he has established something satisfactorily but hasn't... I want to pose the same question to you I posed earlier... do you tell your players that things are malleable and can change on a whim, or do you keep them in the dark? I also want to ask... what do you do when you feel the players have come up with an idea that isn't better? How do you handle that situation in narrative play? I don't mean something that breaks genre conceits or something of that nature, but something you fell wouldn't be as interesting or as fun as what you as DM had thought of? I'm asking because I never/hardly(because perhaps a minor case is slipping my mind) see this discussed in so far as narrative play goes... I mean honestly I have to wonder if these players are consistently thinking up better ideas than the DM why don't they take a turn DM'ing a game? This is almost alien to me since it seems the genre D&D is emulating (whether Swords and sorcery, high fantasy, or gonzo fantasy) all have exploration and discovery of the unknown as a genre conceit. The protagonists in these types of stories tend to explore and discover things (and yes sometimes their assumptions are worng and it gets them into even more trouble.), so maybe that's why I find a play style where they can't truly discover or explore(even if it's hidden from the players) not necessarily to my liking. [/QUOTE]
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Fighters vs. Spellcasters (a case for fighters.)
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