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"He's beyond my healing ability..."
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<blockquote data-quote="Skyscraper" data-source="post: 5622583" data-attributes="member: 48518"><p>The game has no expectations. You do. Your expectations here are twofold:</p><p></p><p>1) if anyone falls beyond the death threshold, he won't talk</p><p>2) if someone talks, he's not beyond the death threshold and can be healed</p><p></p><p>The only thing the DM does here is allow a dying NPC to speak.</p><p></p><p></p><p></p><p>Yes, yes, like I said in my previous posts, I agree that the cliche used for the purposes of this example is not a winner and that predetermined outcomes are not a winning proposition either. Not my style.</p><p></p><p></p><p></p><p>The world or the game? I think here the problem is that the players expect <em>the game </em>- not the world - to work in a certain way. That expectation is as per points (1) and (2) above.</p><p></p><p>In the game world, however, you can certainly imagine someone dying and pronouncing last words without being able to be prevented from dying.</p><p></p><p>The problem here lies in reconciling the "world" expectations with the game rules expectations. For me that bridge is pretty easy to draw, but it seems that it's a big thing for some of you.</p><p></p><p></p><p></p><p>Yes, a cut-scene that railroads the game in a particular direction. I entirely agree. I'm simply working with the example provided by one poster to illustrate the question of cooperative storytelling. Some people like that kind of game, as it happens. Many, if not most, commercial adventures rely on specific predetermined events occuring, and many people buy and play commercial adventure as is. I don't. That's just a question of preference. I don't see a very big difference myself in the events described in the present scenario of the dying NPC than I see in commercial adventures that expect specific outcomes to carry players from A to B to C to D to the final fight agains the BBEG. So assuming your are a player who likes railroad adventures, which many do, then obviously you do not mind being led from one event to the next; I assume such a player would not mind to have a cut-scene such as this one occur either. No? That's what linear adventures are all about, predetermined events that the player's actions do not affect (although there is illusion that they do).</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 5622583, member: 48518"] The game has no expectations. You do. Your expectations here are twofold: 1) if anyone falls beyond the death threshold, he won't talk 2) if someone talks, he's not beyond the death threshold and can be healed The only thing the DM does here is allow a dying NPC to speak. Yes, yes, like I said in my previous posts, I agree that the cliche used for the purposes of this example is not a winner and that predetermined outcomes are not a winning proposition either. Not my style. The world or the game? I think here the problem is that the players expect [I]the game [/I]- not the world - to work in a certain way. That expectation is as per points (1) and (2) above. In the game world, however, you can certainly imagine someone dying and pronouncing last words without being able to be prevented from dying. The problem here lies in reconciling the "world" expectations with the game rules expectations. For me that bridge is pretty easy to draw, but it seems that it's a big thing for some of you. Yes, a cut-scene that railroads the game in a particular direction. I entirely agree. I'm simply working with the example provided by one poster to illustrate the question of cooperative storytelling. Some people like that kind of game, as it happens. Many, if not most, commercial adventures rely on specific predetermined events occuring, and many people buy and play commercial adventure as is. I don't. That's just a question of preference. I don't see a very big difference myself in the events described in the present scenario of the dying NPC than I see in commercial adventures that expect specific outcomes to carry players from A to B to C to D to the final fight agains the BBEG. So assuming your are a player who likes railroad adventures, which many do, then obviously you do not mind being led from one event to the next; I assume such a player would not mind to have a cut-scene such as this one occur either. No? That's what linear adventures are all about, predetermined events that the player's actions do not affect (although there is illusion that they do). [/QUOTE]
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