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Hot Take: Uncertainty Makes D&D Better
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<blockquote data-quote="bloodtide" data-source="post: 8922456" data-attributes="member: 6684958"><p>I love uncertainty and randomness in a game. </p><p></p><p>I dread the cinematic type storytelling game: Where everyone knows what will happen and it will happen just like everyone thinks. The ending is set in stone and can not be changed.</p><p></p><p>One of the most amazing things about D&D is the games ability for anything to happen. Anything. As long as the DM and none of the players are telling a meta story. Only emergent stories are allowed. Though as it's by dice roll, the DM does have the power to simply not role the dice; and they players have the far less power of not taking a chance and/or being prepared.</p><p></p><p>I dislike modern D&D and it's bumpers. So, for context when kids go bowling they have covers, called bumpers, to cover the gutters on both side of a bowling lane. So a kid can roll a ball down the lane, have it bounce off the bumpers, and more then likely hit the pins down at the end. It mostlty stops kids from 'just having their ball go into the gutter and getting zero points'.</p><p></p><p>The Modern D&D play style is a lot like bumper bowling: no matter what the set story will happen and will have it's set ending no matter what. And this can be the DMs story, each player characters story, the group story or any combination. It's easy to see in any game when a gamer says something like "I don't let the dice decide things in my game". The most obvious one here is no character death, but it also covers anything that might negatively effect the game or more then anything the player. </p><p></p><p>That's why I love the uncertainty and randomness in a game. Anything can happen. The players are trying to save a kidnapped princess...and she is killed. The players character is the "last hidden king of all the land" pretending to be a lone ranger the whole focus of the current story...and bam, they are killed. The wizard looses their spellbook, the other character looses an animal companion, and so on. </p><p></p><p>And this goes for things like encounters and treasure: both can be much more fun at random. Yes, as a DM I do plenty of set encounters and treasure, but beyond that random ones are fun. Have a bunch of pre made encounters, and roll up something random. Same thing for treasure. And the important thing is to not follow the bumper rules: the encounter and treasure rules. The x level characters can only have x level encounter and can only have x amount of treasure. when it's random you can have the 2nd level characters encounter a 20CR great wyrm dragon and the five goblins with clubs have a bag of very valuable diamonds. </p><p></p><p>Anything can happen....</p></blockquote><p></p>
[QUOTE="bloodtide, post: 8922456, member: 6684958"] I love uncertainty and randomness in a game. I dread the cinematic type storytelling game: Where everyone knows what will happen and it will happen just like everyone thinks. The ending is set in stone and can not be changed. One of the most amazing things about D&D is the games ability for anything to happen. Anything. As long as the DM and none of the players are telling a meta story. Only emergent stories are allowed. Though as it's by dice roll, the DM does have the power to simply not role the dice; and they players have the far less power of not taking a chance and/or being prepared. I dislike modern D&D and it's bumpers. So, for context when kids go bowling they have covers, called bumpers, to cover the gutters on both side of a bowling lane. So a kid can roll a ball down the lane, have it bounce off the bumpers, and more then likely hit the pins down at the end. It mostlty stops kids from 'just having their ball go into the gutter and getting zero points'. The Modern D&D play style is a lot like bumper bowling: no matter what the set story will happen and will have it's set ending no matter what. And this can be the DMs story, each player characters story, the group story or any combination. It's easy to see in any game when a gamer says something like "I don't let the dice decide things in my game". The most obvious one here is no character death, but it also covers anything that might negatively effect the game or more then anything the player. That's why I love the uncertainty and randomness in a game. Anything can happen. The players are trying to save a kidnapped princess...and she is killed. The players character is the "last hidden king of all the land" pretending to be a lone ranger the whole focus of the current story...and bam, they are killed. The wizard looses their spellbook, the other character looses an animal companion, and so on. And this goes for things like encounters and treasure: both can be much more fun at random. Yes, as a DM I do plenty of set encounters and treasure, but beyond that random ones are fun. Have a bunch of pre made encounters, and roll up something random. Same thing for treasure. And the important thing is to not follow the bumper rules: the encounter and treasure rules. The x level characters can only have x level encounter and can only have x amount of treasure. when it's random you can have the 2nd level characters encounter a 20CR great wyrm dragon and the five goblins with clubs have a bag of very valuable diamonds. Anything can happen.... [/QUOTE]
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