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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: 5726110" data-attributes="member: 48965"><p>So you wrote this down because???</p><p> </p><p></p><p> </p><p>So then why didn't you just write in your notes that the NPC will take the most direct route known to him... they are two different things. One is creating a definite complication for the PC's to overcome... the other is creating the potential for an complication to arise.</p><p> </p><p></p><p> </p><p>So then the notes you wrote are incorrect and it is actually more a failure in communicating what you really want out of the encounter. You don't want there to be an extra complication... you want there to be a chance of an extra complication to occur. That's cool, but then I would say your notes should reflect that.</p><p> </p><p></p><p> </p><p>Actually most skill challenges require the use of multiple skill checks by multiple PC's to resolve. </p><p> </p><p></p><p> </p><p>You keep missing the point, they can still surprise you with an alternate solution in the scenario as I pressented it (not sure why this concept is ignored repeatedly in this discusion). All I did was eliminate a single option to increase the diffculty of winning this encounter. </p><p> </p><p></p><p> </p><p>And in this situation your notes reflect how you plan on running it, no facts as to his escape route have been written down (except for the fact that there is a portal at the end of it) so I have no problem with PC's trying to find a shortcut (given that they have knowledge of where the villain is going). </p><p> </p><p></p><p> </p><p>*sigh* how did disallowing a shortcut in any way lead the PC's down a planned road? In the end you are still abjudicating whether you think or don't think their ideas will work... I just did the exact same thing for a single idea beforehand... so what's the big deal?</p></blockquote><p></p>
[QUOTE="Imaro, post: 5726110, member: 48965"] So you wrote this down because??? So then why didn't you just write in your notes that the NPC will take the most direct route known to him... they are two different things. One is creating a definite complication for the PC's to overcome... the other is creating the potential for an complication to arise. So then the notes you wrote are incorrect and it is actually more a failure in communicating what you really want out of the encounter. You don't want there to be an extra complication... you want there to be a chance of an extra complication to occur. That's cool, but then I would say your notes should reflect that. Actually most skill challenges require the use of multiple skill checks by multiple PC's to resolve. You keep missing the point, they can still surprise you with an alternate solution in the scenario as I pressented it (not sure why this concept is ignored repeatedly in this discusion). All I did was eliminate a single option to increase the diffculty of winning this encounter. And in this situation your notes reflect how you plan on running it, no facts as to his escape route have been written down (except for the fact that there is a portal at the end of it) so I have no problem with PC's trying to find a shortcut (given that they have knowledge of where the villain is going). *sigh* how did disallowing a shortcut in any way lead the PC's down a planned road? In the end you are still abjudicating whether you think or don't think their ideas will work... I just did the exact same thing for a single idea beforehand... so what's the big deal? [/QUOTE]
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