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GM Prep Time - Cognitive Dissonance in Encounter Design?
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<blockquote data-quote="Mallus" data-source="post: 5193630" data-attributes="member: 3887"><p>Here's a question for you, EW: should objects in the game always be described in the same way, using the same descriptive language? --ie, with single global-scope descriptor as opposed to potentially several local-scope ones.</p><p></p><p>My experience is that mechanical definitions are situational. The majority of people, places and things are simply <undefined> in terms of game mechanics . "Grod is a tall orc with greenish skin, a sturdy build, and a savage twinkle in this bloodshot eyes".</p><p></p><p>As the need arises, the DM switches to a more precise mechanical description. "Grod has an AC of 15, 12 HP, and a 16 STR". (you're not advocating we stat everything and everyone in the game world, right?) </p><p></p><p>And as the needs change, so too, does the descriptive language employed. "Grod has been conscripted in the Orc Army. He is now part of a squad of 20, with an Attack Value of 3, a Defense Value of 1, and Morale of 2". </p><p></p><p>Which reminds me, don't mass combat rules introduce the same kind of subjectivity? Creatures that are described one way in a dungeon corridor are described completely differently once they join the service (unless you play some kind of masochistic homebrew mass combat system where every soldier is individually statted). </p><p></p><p></p><p>This is a great way to keep social interactions lively, and surprising even to the DM. However, you don't gain much by using the actual game mechanics. Simple percentage rolls work fine.</p></blockquote><p></p>
[QUOTE="Mallus, post: 5193630, member: 3887"] Here's a question for you, EW: should objects in the game always be described in the same way, using the same descriptive language? --ie, with single global-scope descriptor as opposed to potentially several local-scope ones. My experience is that mechanical definitions are situational. The majority of people, places and things are simply <undefined> in terms of game mechanics . "Grod is a tall orc with greenish skin, a sturdy build, and a savage twinkle in this bloodshot eyes". As the need arises, the DM switches to a more precise mechanical description. "Grod has an AC of 15, 12 HP, and a 16 STR". (you're not advocating we stat everything and everyone in the game world, right?) And as the needs change, so too, does the descriptive language employed. "Grod has been conscripted in the Orc Army. He is now part of a squad of 20, with an Attack Value of 3, a Defense Value of 1, and Morale of 2". Which reminds me, don't mass combat rules introduce the same kind of subjectivity? Creatures that are described one way in a dungeon corridor are described completely differently once they join the service (unless you play some kind of masochistic homebrew mass combat system where every soldier is individually statted). This is a great way to keep social interactions lively, and surprising even to the DM. However, you don't gain much by using the actual game mechanics. Simple percentage rolls work fine. [/QUOTE]
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