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General Tabletop Discussion
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How has D&D changed over the decades?
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<blockquote data-quote="Hussar" data-source="post: 8600087" data-attributes="member: 22779"><p>But, here's the thing. From the player's perspective, they have no control over that. They don't know what they don't know. So, finding information about the Dragon relies on the DM providing avenues for learning that information and the players figuring out which avenues will provide that information. And, they don't even know if that information exists.</p><p></p><p>So, it pushes the players into a much more passive role where the DM provides all the steps leading to learning about that Dragon. And, no one is allowed to short circuit those steps. So, the players have no real incentive to actively engage in anything. They simply react to whatever the DM puts in front of them.</p><p></p><p>And, frankly, there's nothing wrong with this style of play. There are many things to recommend it. Pacing, for one. If the DM has that much control over the session, then you don't have to faff about trying to figure out what to do next. Plus, you get a considerable level of clarity which certainly cannot be underestimated. The players know that if they do X, that will lead to the next step. Clear goal and reward. This is not a bad thing. Additionally, it keeps the group focused on marching in a similar direction. If Dave can short circuit Point A, and John short circuits Point B and Susan Point C, then suddenly, poof, the adventure is done and no one really had any fun.</p><p></p><p>It's all about balancing the different priorities and there certainly is not one method that will always work. </p><p></p><p>Like you say, [USER=6701124]@Cadence[/USER], if you want a Journey to Mordor, then obviously the Giant Eagles are off doing something else. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Hussar, post: 8600087, member: 22779"] But, here's the thing. From the player's perspective, they have no control over that. They don't know what they don't know. So, finding information about the Dragon relies on the DM providing avenues for learning that information and the players figuring out which avenues will provide that information. And, they don't even know if that information exists. So, it pushes the players into a much more passive role where the DM provides all the steps leading to learning about that Dragon. And, no one is allowed to short circuit those steps. So, the players have no real incentive to actively engage in anything. They simply react to whatever the DM puts in front of them. And, frankly, there's nothing wrong with this style of play. There are many things to recommend it. Pacing, for one. If the DM has that much control over the session, then you don't have to faff about trying to figure out what to do next. Plus, you get a considerable level of clarity which certainly cannot be underestimated. The players know that if they do X, that will lead to the next step. Clear goal and reward. This is not a bad thing. Additionally, it keeps the group focused on marching in a similar direction. If Dave can short circuit Point A, and John short circuits Point B and Susan Point C, then suddenly, poof, the adventure is done and no one really had any fun. It's all about balancing the different priorities and there certainly is not one method that will always work. Like you say, [USER=6701124]@Cadence[/USER], if you want a Journey to Mordor, then obviously the Giant Eagles are off doing something else. :D [/QUOTE]
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