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<blockquote data-quote="Sadras" data-source="post: 7744633" data-attributes="member: 6688277"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em> I was just wondering given your style of play which you attribute the description 'player-driven' which is something I also would use to describe my games, but of course we might see it differently: Can your players fail (in a big way, I'm not talking about a loss of a familiar for 1 month)? </p><p></p><p>Generally speaking failure in your typical D&D sense = TPK but there are other ways a party could fail. In your typical ToEE adventure its perhaps releasing Zuggtmoy who wreaks havoc and essentially incurs substantial changes to the setting. Given that your adventures are being played from the angle of the PCs as drivers of the story it is rather less likely.</p><p></p><p>EDIT: What I'm getting at, and perhaps I'm not being clear enough, is that the 'player agency' you ascribe to your table delivers (from my perspective) a less than hazardous experience only because the players creativity allows for the <em>get out of jail</em> option (i.e. we search for a secret door for argument's sake).</p><p></p><p>Perhaps this is in the wrong thread. I don't know. It is so confusing now. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> </p><p></p><p>We have debated this <em>consequence</em> topic before and I think although your playstyle allows for an increase in player freedom given that they can <em>mess </em>with the setting/worldbuilding, they do lose out on what I would see as attaining a sense of achievement from defeating the BBEG in an AP given the unknown (setting, secret backstory..etc).</p></blockquote><p></p>
[QUOTE="Sadras, post: 7744633, member: 6688277"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I] I was just wondering given your style of play which you attribute the description 'player-driven' which is something I also would use to describe my games, but of course we might see it differently: Can your players fail (in a big way, I'm not talking about a loss of a familiar for 1 month)? Generally speaking failure in your typical D&D sense = TPK but there are other ways a party could fail. In your typical ToEE adventure its perhaps releasing Zuggtmoy who wreaks havoc and essentially incurs substantial changes to the setting. Given that your adventures are being played from the angle of the PCs as drivers of the story it is rather less likely. EDIT: What I'm getting at, and perhaps I'm not being clear enough, is that the 'player agency' you ascribe to your table delivers (from my perspective) a less than hazardous experience only because the players creativity allows for the [I]get out of jail[/I] option (i.e. we search for a secret door for argument's sake). Perhaps this is in the wrong thread. I don't know. It is so confusing now. :erm: We have debated this [I]consequence[/I] topic before and I think although your playstyle allows for an increase in player freedom given that they can [I]mess [/I]with the setting/worldbuilding, they do lose out on what I would see as attaining a sense of achievement from defeating the BBEG in an AP given the unknown (setting, secret backstory..etc). [/QUOTE]
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