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Community
General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
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<blockquote data-quote="The Shaman" data-source="post: 5726401" data-attributes="member: 26473"><p>that's a good idea . . . hey, didn't I read something like that already in this thread?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Whereas I often have a pretty detailed notion of what my cities look like.</p><p></p><p><img src="http://i567.photobucket.com/albums/ss115/Black_Vulmea/Parisdetail.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>My Paris map doesn't show every alley, and it doesn't show every drover's cart and merchant's stall either, but the assumption for the players and myself is that there are alleys and small courtyards behind most of the buildings on the map and I can tell them if a particular route is thronged with traffic at a given time of day or not, so they can attempt to figure out a faster route if they like.</p><p></p><p>At <em>that</em> point, it comes down to the dice.Like that.</p><p></p><p>I typically use opposed rolls if both sides are running; if the adventurers roll better, perhaps their quarry slipped on the slime from an emptied chamber pot or tripped over a begging urchin; if the adventurers roll poorly, the alley is blocked with debris, or <em>they</em> found the chamber pot leavings instead.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5726401, member: 26473"] that's a good idea . . . hey, didn't I read something like that already in this thread?:) Whereas I often have a pretty detailed notion of what my cities look like. [img]http://i567.photobucket.com/albums/ss115/Black_Vulmea/Parisdetail.jpg[/img] My Paris map doesn't show every alley, and it doesn't show every drover's cart and merchant's stall either, but the assumption for the players and myself is that there are alleys and small courtyards behind most of the buildings on the map and I can tell them if a particular route is thronged with traffic at a given time of day or not, so they can attempt to figure out a faster route if they like. At [I]that[/I] point, it comes down to the dice.Like that. I typically use opposed rolls if both sides are running; if the adventurers roll better, perhaps their quarry slipped on the slime from an emptied chamber pot or tripped over a begging urchin; if the adventurers roll poorly, the alley is blocked with debris, or [I]they[/I] found the chamber pot leavings instead. [/QUOTE]
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Giving players narrative control: good bad or indifferent?
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