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How has D&D changed over the decades?
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<blockquote data-quote="Thomas Shey" data-source="post: 8596303" data-attributes="member: 7026617"><p>I think its more a case of few people wanting to feel like they're forced into the adventure, and personal stakes tend to be closer to that than less personal ones. People like to think they can have the option to walk away, either because they have some dissonance with the GM on occasion or because they just don't like the degree of pressure.</p><p></p><p></p><p></p><p></p><p>Well, its usually not as bad an issue with Hero and similar games because taking DNPCs is optional; you essentially get rewarded for it because its a common trope at least at one time, and its basically a contract with the GM: "I get these extra points, you sometimes get to throw a problem at me based on this NPC I'm associated with." That doesn't mean if you have an NPC you're associated with they absolutely never will become involved in the plot as a motivator, but its understood outside of DNPCs that'll be done sparingly, where with DNPCs its a Tuesday.</p><p></p><p>(Note it also depends on what kind of game and the GM as to whether someone will be likely to do that. I'd be much less prone to taking any DNPCs in an Iron Age inspired game, though even there its possible for the GM to use them in a way that's motivating without applying too much pressure. But I'd want to know the GM pretty well before I took the chance).</p><p></p><p></p><p></p><p>But there's fiction and there's fiction. Some forms many players just don't appreciate, but GMs sometimes have very different ideas of where that line is.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8596303, member: 7026617"] I think its more a case of few people wanting to feel like they're forced into the adventure, and personal stakes tend to be closer to that than less personal ones. People like to think they can have the option to walk away, either because they have some dissonance with the GM on occasion or because they just don't like the degree of pressure. Well, its usually not as bad an issue with Hero and similar games because taking DNPCs is optional; you essentially get rewarded for it because its a common trope at least at one time, and its basically a contract with the GM: "I get these extra points, you sometimes get to throw a problem at me based on this NPC I'm associated with." That doesn't mean if you have an NPC you're associated with they absolutely never will become involved in the plot as a motivator, but its understood outside of DNPCs that'll be done sparingly, where with DNPCs its a Tuesday. (Note it also depends on what kind of game and the GM as to whether someone will be likely to do that. I'd be much less prone to taking any DNPCs in an Iron Age inspired game, though even there its possible for the GM to use them in a way that's motivating without applying too much pressure. But I'd want to know the GM pretty well before I took the chance). But there's fiction and there's fiction. Some forms many players just don't appreciate, but GMs sometimes have very different ideas of where that line is. [/QUOTE]
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How has D&D changed over the decades?
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