Raven Crowking
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Hey you (the DM) already picked up your ball to go home.
I'm just suggsting there's no need to reconvene. My players from the past 30+ years would probably agree. [/puts away "rod of camparison"]
I'm a big advocate for using the tool suited to the job at hand.
Just like I don't hammer screws into a wall,
I pick a RPG system that supports the genre I wish to explore. Then I design situations that the system supports well -- why fight the game if the game was chosen purposefully? It is likely that if I'm fighting the game system, I am fighting the tropes and expectations of the genre (or the game was a poor choice as it doesn't cover the chosen genre well but that's what house ruling is for).
It's not about winning. It's about getting to use my powers. If I wanted to go along with the story, I'd go rent a movie or read a book. I want to write the story. If I can't do anything, fine, but if I can, I don't want to be stopped because of the story.
It's interesting to get your criticism because I can tell you're coming from a very cohesive approach to your games. I love your cultural approaches to resurrection, and it's something I've used in a warrior culture worshipping ancestors where the number of relatives dead in battle was a source of prestige. But that's probably a discussion for entirely different thread.Celebrim said:I say this with full respect, but I can't help but see a lot of cognitive dissonance in those claims.
(OTOH, I am never invested in "how things should go" either. If an NPC I thought would probably die instead lives and gives the PCs more information.....great! The players have simply chosen to take the game in a different direction.
There isn't any "story", for me, until after the fact.)
It's interesting to get your criticism because I can tell you're coming from a very cohesive approach to your games. I love your cultural approaches to resurrection, and it's something I've used in a warrior culture worshipping ancestors where the number of relatives dead in battle was a source of prestige. But that's probably a discussion for entirely different thread.![]()
Back to the topic.... by your definition, a DM who has a preconceived story/plot idea, or uses DM fiat...is doing so to the detriment of the game
...and player choice? Is that right?
So when they arrived to find the keep overrun, the players didn't feel screwed over, they felt they had made the right choice but there was a steep consequence.
They fought their way through the small occupying force and came upon the staked bodies and heads of the NPC's court and soldiers. The NPC was mortally wounded and left to bleed out but had dragged himself to this warning beacon to light it.
The PCs followed the blood trail and found him. Now I could have had him already dead, and that worked fine. IMO having him alive to recount what happened, request the PCs save his captured family, and die with a gruff joke on his lips had a certain emotional impact (maybe drama is the wrong word?) that saving his life or finding him dead would t have IMO.
AFAIK this particular option is impossible in D&D (without house rules); either he's dead or he's saved - provided there's a healer with spells/powers left - there's no in between. Whereas I find value in that in between.
Back to the topic.... by your definition, a DM who has a preconceived story/plot idea, or uses DM fiat because they haven't written a specific ruling it into the house rules up front, is doing so to the detriment of the game and player choice? Is that right?
In my particular example, the PCs learned about an invading force headed toward a northern keep with limited defenses run by an NPC they'd shared drinks at the tavern with before. This happened right when they had a window of opportunity to enter a portal to a mystic isle that only appeared on the new moon to consult an oracle. {DM fiat} They decided the oracle was more important and took the risk that the NPC could stave off the invasion long enough for the PCs to get there. (a polticial situation was tying up aid from any knights or militias)
So when they arrived to find the keep overrun {DM fiat}, the players didn't feel screwed over, they felt they had made the right choice but there was a steep consequence. They fought their way through the small occupying force and came upon the staked bodies and heads of the NPC's court and soldiers. {DM fiat} The NPC was mortally wounded and left to bleed out but had dragged himself to this warning beacon to light it. {DM fiat}
The PCs followed the blood trail and found him. Now I could have had him already dead, and that worked fine. IMO having him alive to recount what happened, request the PCs save his captured family, and die with a gruff joke on his lips had a certain emotional impact (maybe drama is the wrong word?) that saving his life or finding him dead would t have IMO. {DM fiat}
But, OTOH, not every injury need be expressed in hit point damage, nor healed by spells that recover hit point damage.
I'd point out that, if you are going to allow NPC children to break their arms falling out of trees...
Crippled Arm: The character’s arm has been smashed or amputated (in the case of slashing damage). The character gains the ‘one arm’ disadvantage until the limb is restored, and the character takes 1d6 permanent strength damage. If the limb is amputated, this strength damage cannot be restored without the application of a regeneration spell. If there is a question as to which arm has been crippled, 60% of the time it is the character’s primary arm.
The character takes no additional damage, but is bleeding until stabilized.
Exception-based design is your friend. Use it.