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<blockquote data-quote="Imaculata" data-source="post: 7738587" data-attributes="member: 6801286"><p>One of the most important things that I do when I run a campaign, is confirm a players' action. Often there will be a situation where the player is about to take an action that could be considered dangerous to their character. And right at that moment, other players at the table point out the danger of the action. And I actually welcome this sort of player investment in another player's actions. At my table, players are allowed to debate what they want to do for as long as they like, and they are allowed to reconsider their actions, as long as the outcome of that action has not been revealed yet by me.</p><p></p><p>So in such cases where the action might be dangerous, I always ask: "Are you sure you want to go through with this action?". And don't get me wrong, I'm not giving away warnings here, or spoiling traps. I'm merely confirming that I understand the actions of their character correctly, and that they as players fully understand the situation as I've described it.</p><p></p><p>For example, my players recently encountered a tripwire behind a door. The Rogue wanted to cut the wire. So I asked <em>"Do you cut the wire?"</em>. He pondered for a second, discussed with his fellow players, and then asked: <em>"Can I see what the tripwire is connected to? Can I see if cutting it will set off the trap?"</em>. To which I replied: <em>"No you can't, and opening the door any further would cause it to push against the tripwire and set it off." "What if I use a mirror to look around the corner?"</em> He asked, and this is how he discovered that the tripwire was connected to a flintlock mechanism, and that he could safely cut the wire. <em>"I cut the wire"</em>, he said. And cut it he did.</p><p></p><p>Not only does this method ensure that the players retain agency, but it actually adds a bit of extra suspense. They understand that disarming a simple trap is not merely a case of a successful die roll, but that their choices really do matter.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7738587, member: 6801286"] One of the most important things that I do when I run a campaign, is confirm a players' action. Often there will be a situation where the player is about to take an action that could be considered dangerous to their character. And right at that moment, other players at the table point out the danger of the action. And I actually welcome this sort of player investment in another player's actions. At my table, players are allowed to debate what they want to do for as long as they like, and they are allowed to reconsider their actions, as long as the outcome of that action has not been revealed yet by me. So in such cases where the action might be dangerous, I always ask: "Are you sure you want to go through with this action?". And don't get me wrong, I'm not giving away warnings here, or spoiling traps. I'm merely confirming that I understand the actions of their character correctly, and that they as players fully understand the situation as I've described it. For example, my players recently encountered a tripwire behind a door. The Rogue wanted to cut the wire. So I asked [I]"Do you cut the wire?"[/I]. He pondered for a second, discussed with his fellow players, and then asked: [I]"Can I see what the tripwire is connected to? Can I see if cutting it will set off the trap?"[/I]. To which I replied: [I]"No you can't, and opening the door any further would cause it to push against the tripwire and set it off." "What if I use a mirror to look around the corner?"[/I] He asked, and this is how he discovered that the tripwire was connected to a flintlock mechanism, and that he could safely cut the wire. [I]"I cut the wire"[/I], he said. And cut it he did. Not only does this method ensure that the players retain agency, but it actually adds a bit of extra suspense. They understand that disarming a simple trap is not merely a case of a successful die roll, but that their choices really do matter. [/QUOTE]
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