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Giving players narrative control: good bad or indifferent?
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<blockquote data-quote="Imaro" data-source="post: 5725227" data-attributes="member: 48965"><p>But you haven't provided an objectively good reason fore taking such a blanket stance... that's my problem with your statements, nothing in them shows me why this is a better way.</p><p> </p><p></p><p> </p><p>So we've got a situation that could provide enjoyment in the realm of a skill challenge that doesn't require that the villain not know the most direct route. I also think that dependant upon what is actually taking place in the street this can be far from a simple series of "run checks".</p><p> </p><p></p><p> </p><p>And since I have made no notations about what is or isn't found in the streets and this seems reasonable to me as DM I would definitely allow it... with appropriate checks.</p><p> </p><p></p><p> </p><p>This is an option but I don't see what it brings on a gameplay or story level that can't be accomplished with the dash along the shortest route skill challenge (it's still a chase composed of skill checks.), especially if the DM and players are an imaginative lot? There is ample opportunity in that scenario for numerous skills to be used.</p><p> </p><p></p><p> </p><p>No, I've already noted what the optimal path is, if anything I would allow a check to see these paths would take longer... but a failure would result in a PC not realizing this and generating a failure for the SC.</p><p> </p><p></p><p> </p><p>No it's not, because as I have said numerous times I have defined nothing but what is the shortest route... I have not defined the best way to traverse said route, I have not defined any obstacles (or lack of) upon said route or anything else.</p><p> </p><p></p><p> </p><p>You're entitled to your opinion but your opinion is wrong. The playing field has to be constrained to a certain point... otherwise it is ridiculously open... </p><p> </p><p>"You're railroading us because the dungeon is underground instead of floating in the air where I could use my fly spell to get us out safely."</p><p> </p><p>...see how silly a broad statement like... a RR DM reduces solution options...can become?</p><p> </p><p></p><p> </p><p>Sorry you have still failed to show how me deciding that the NPC doesn't know the most optimal route in any way created a better game experience... as well as how I deciding he knows the best route creates a railroad... but hey I'm still open to reason.</p><p> </p><p></p><p> </p><p>I'm not really sure what point you are making here... so I'll leave it at that.</p><p> </p><p></p><p> </p><p>But more variance does not equal... better...especially if that variance includes less fun/interesting/engaging options in it's set. That's what I feel like you are missing... you haven't shown why more is objectively better.</p></blockquote><p></p>
[QUOTE="Imaro, post: 5725227, member: 48965"] But you haven't provided an objectively good reason fore taking such a blanket stance... that's my problem with your statements, nothing in them shows me why this is a better way. So we've got a situation that could provide enjoyment in the realm of a skill challenge that doesn't require that the villain not know the most direct route. I also think that dependant upon what is actually taking place in the street this can be far from a simple series of "run checks". And since I have made no notations about what is or isn't found in the streets and this seems reasonable to me as DM I would definitely allow it... with appropriate checks. This is an option but I don't see what it brings on a gameplay or story level that can't be accomplished with the dash along the shortest route skill challenge (it's still a chase composed of skill checks.), especially if the DM and players are an imaginative lot? There is ample opportunity in that scenario for numerous skills to be used. No, I've already noted what the optimal path is, if anything I would allow a check to see these paths would take longer... but a failure would result in a PC not realizing this and generating a failure for the SC. No it's not, because as I have said numerous times I have defined nothing but what is the shortest route... I have not defined the best way to traverse said route, I have not defined any obstacles (or lack of) upon said route or anything else. You're entitled to your opinion but your opinion is wrong. The playing field has to be constrained to a certain point... otherwise it is ridiculously open... "You're railroading us because the dungeon is underground instead of floating in the air where I could use my fly spell to get us out safely." ...see how silly a broad statement like... a RR DM reduces solution options...can become? Sorry you have still failed to show how me deciding that the NPC doesn't know the most optimal route in any way created a better game experience... as well as how I deciding he knows the best route creates a railroad... but hey I'm still open to reason. I'm not really sure what point you are making here... so I'll leave it at that. But more variance does not equal... better...especially if that variance includes less fun/interesting/engaging options in it's set. That's what I feel like you are missing... you haven't shown why more is objectively better. [/QUOTE]
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