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How has D&D changed over the decades?
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<blockquote data-quote="pemerton" data-source="post: 8599978" data-attributes="member: 42582"><p>This is just bizarre. Unless by "the adventure" we mean "GM's story time".</p><p></p><p>To recap: [USER=7635]@Remathilis[/USER] posits that "the adventure" requires the PCs to meet a sage who reads Draconic. He then expresses concern that, if the players posit a family member who can help them out (eg read the Draconic), they will bypass or circumvent the plot of the adventure: "if the adventure funnels all choices to B, adding a family member that gets to B is fine, but adding one that avoids B is not."</p><p></p><p>I then ask, Well why can't the GM just have B show up? I mean, it's the GM who has decided that this sage who speaks Draconic matters, and the GM has a lot of control over the background setting and fiction. So if the GM thinks the sage is so important, why not just narrate a scene in which the sage is there? I mean, this could be anything from the sage visiting the PCs' family member for dinner (Gandalf seems to make a habit of that), to meeting the sage on the road, to having the sage take shelter from a storm at the same inn as the PCs, to . . . etc..</p><p></p><p>It's not like having B shows up gives the players an "unfair" advantage - the adventure was funnelling all choices to B!, so the players were always meant to find B. It's not like having B show up will mean everyone has to call the session quits and go home - D&D is an open-ended game, and frankly if B is a sage who speaks Draconic I'm 99% sure the GM has some more material in mind that will follow from the encounter with the sage, which sounds like a transition scene rather than the ultimate climax.</p><p></p><p>It seems to me that, in this thread, the reasons against having a PCs' relative help the PCs get somewhere, or learn something, or gain an audience, always come back to <em>because the GM's preconception was that the help, or information, or audience, would be achieved in this other fashion that I already decided on</em>. If that's the sort of game the GM is running - setting as puzzle-box - then why would the players bother with PC connections to it? Because those connections will never be relevant, unless the GM happens to incorporate them into their puzzle.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8599978, member: 42582"] This is just bizarre. Unless by "the adventure" we mean "GM's story time". To recap: [USER=7635]@Remathilis[/USER] posits that "the adventure" requires the PCs to meet a sage who reads Draconic. He then expresses concern that, if the players posit a family member who can help them out (eg read the Draconic), they will bypass or circumvent the plot of the adventure: "if the adventure funnels all choices to B, adding a family member that gets to B is fine, but adding one that avoids B is not." I then ask, Well why can't the GM just have B show up? I mean, it's the GM who has decided that this sage who speaks Draconic matters, and the GM has a lot of control over the background setting and fiction. So if the GM thinks the sage is so important, why not just narrate a scene in which the sage is there? I mean, this could be anything from the sage visiting the PCs' family member for dinner (Gandalf seems to make a habit of that), to meeting the sage on the road, to having the sage take shelter from a storm at the same inn as the PCs, to . . . etc.. It's not like having B shows up gives the players an "unfair" advantage - the adventure was funnelling all choices to B!, so the players were always meant to find B. It's not like having B show up will mean everyone has to call the session quits and go home - D&D is an open-ended game, and frankly if B is a sage who speaks Draconic I'm 99% sure the GM has some more material in mind that will follow from the encounter with the sage, which sounds like a transition scene rather than the ultimate climax. It seems to me that, in this thread, the reasons against having a PCs' relative help the PCs get somewhere, or learn something, or gain an audience, always come back to [i]because the GM's preconception was that the help, or information, or audience, would be achieved in this other fashion that I already decided on[/i]. If that's the sort of game the GM is running - setting as puzzle-box - then why would the players bother with PC connections to it? Because those connections will never be relevant, unless the GM happens to incorporate them into their puzzle. [/QUOTE]
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How has D&D changed over the decades?
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