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General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
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<blockquote data-quote="Imaro" data-source="post: 5725263" data-attributes="member: 48965"><p>You haven't failed to explain your point... what you've failed to do is validate it with anything other than your opinion. </p><p> </p><p></p><p> </p><p>Unless of course I decide that he does. I'm still not understanding you, are you arguing for some type of in-depth simulation through assigning chance to all available variables within the game world?</p><p> </p><p></p><p> </p><p>Wrong, with magic alone the PC has an option to create a shorter path... the PC has the option not to chase him at that moment and try to hunt him down later. The PC's have the option to open fire on him with ranged weapons and try to kill/knock him unconscious if they want. The PC's have the option to pursue... and so on. The only thing the PC's can't do is declare they know a shorter route through the city than the NPC... just as they can't suddenly declare they aren't in a city but in a forest instead... though they may not know the entire layout of the city. </p><p> </p><p></p><p> </p><p>Or I get my players to think creatively and use ingenuity in the actual parameters of the challenge instead of short circuiting it with a narrative "I win with a single check" button. See there's no reason to assume I am not also eliminating just as many un-fun alternative solutions as well... which is something you seem to keep glossing over and not addressing in our converstion.</p><p> </p><p> </p><p></p><p> </p><p>shortest does not equal best... think about that for a minute. </p><p> </p><p>Earlier I gave numerous examples of other actions the PC's could take so your assertion that they have only one choice seems moreso based around your inability to come up with options within the parameters than there really only being one option, this along with the avoidance of addressing the negative side of variance is why I am still not seeing your playstyle as objectively better than another more confinced one. This is of course all with the caveat that extremes are bad either way.</p></blockquote><p></p>
[QUOTE="Imaro, post: 5725263, member: 48965"] You haven't failed to explain your point... what you've failed to do is validate it with anything other than your opinion. Unless of course I decide that he does. I'm still not understanding you, are you arguing for some type of in-depth simulation through assigning chance to all available variables within the game world? Wrong, with magic alone the PC has an option to create a shorter path... the PC has the option not to chase him at that moment and try to hunt him down later. The PC's have the option to open fire on him with ranged weapons and try to kill/knock him unconscious if they want. The PC's have the option to pursue... and so on. The only thing the PC's can't do is declare they know a shorter route through the city than the NPC... just as they can't suddenly declare they aren't in a city but in a forest instead... though they may not know the entire layout of the city. Or I get my players to think creatively and use ingenuity in the actual parameters of the challenge instead of short circuiting it with a narrative "I win with a single check" button. See there's no reason to assume I am not also eliminating just as many un-fun alternative solutions as well... which is something you seem to keep glossing over and not addressing in our converstion. shortest does not equal best... think about that for a minute. Earlier I gave numerous examples of other actions the PC's could take so your assertion that they have only one choice seems moreso based around your inability to come up with options within the parameters than there really only being one option, this along with the avoidance of addressing the negative side of variance is why I am still not seeing your playstyle as objectively better than another more confinced one. This is of course all with the caveat that extremes are bad either way. [/QUOTE]
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