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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Ahnehnois" data-source="post: 6235673" data-attributes="member: 17106"><p>Agreed. Labeling the examples as 1 and 2 suggests a false dichotomy, and I suspect most actual play is neither of the above.</p><p></p><p>Not that they aren't interesting examples.</p><p></p><p>More realistically, though, I think there's a lot of the following.</p><p></p><p>*Player describes intent to use a certain tactic, and DM tailors challenges to engage the player. For example, players start looking for traps, and the DM essentially throws the players a bone by throwing in a few relatively solvable traps even though that wasn't part of the plan.</p><p></p><p>*Player describes a tactic, and DM adds in a new challenge that forces them to switch tactics.</p><p></p><p>*Player describes a goal, and the DM suggests a strategy that might be more obvious to the character than the player, helping the player achieve the goal.</p><p></p><p>*Player declares an intent, and the DM has no axe to grind regarding it and simply sits back, rolls some dice, and discovers where the course of action leads at the same time as everyone else.</p><p></p><p>And probably more. Adversarial DMing can be a blast, but is hardly the norm.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6235673, member: 17106"] Agreed. Labeling the examples as 1 and 2 suggests a false dichotomy, and I suspect most actual play is neither of the above. Not that they aren't interesting examples. More realistically, though, I think there's a lot of the following. *Player describes intent to use a certain tactic, and DM tailors challenges to engage the player. For example, players start looking for traps, and the DM essentially throws the players a bone by throwing in a few relatively solvable traps even though that wasn't part of the plan. *Player describes a tactic, and DM adds in a new challenge that forces them to switch tactics. *Player describes a goal, and the DM suggests a strategy that might be more obvious to the character than the player, helping the player achieve the goal. *Player declares an intent, and the DM has no axe to grind regarding it and simply sits back, rolls some dice, and discovers where the course of action leads at the same time as everyone else. And probably more. Adversarial DMing can be a blast, but is hardly the norm. [/QUOTE]
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