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General Tabletop Discussion
*Dungeons & Dragons
How has D&D changed over the decades?
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<blockquote data-quote="Hussar" data-source="post: 8601487" data-attributes="member: 22779"><p>Not really though. Unless the entire adventure focuses on any of these things, by and large, they don't actually matter that much. Getting that writing translated is the point, not who does it. Getting to the Moonshaes is the point, not the how. Raising Dead is more often than not a case of striking off the appropriate gold and move on. The point of the adventure is Neverwinter, not really the journey.</p><p></p><p>In other words, the players are telling you that they DON'T CARE about the how when they do this. This is as clear a way that they can do this without actually flat out refusing to play. Not every obstacle that the DM thinks of is automatically gold. Sometimes the players just don't want to engage with this bit. And it might just be for today. But, they are telling you, very clearly, that they don't want to screw around finding some random NPC that will immediately be forgotten afterwards. </p><p></p><p>The DM ignoring that and then proceeding with the challenge. So, the players go through the motions, jump through the appropriate hoops and satisfy the DM's need for this particular challenge to be resolved. </p><p></p><p>Oh, but, Hussar, if we let them bypass one challenge, they'll bypass everything. Why not just declare that they win every time.</p><p></p><p>Well, that's a nice slippery slope argument, and, really, doesn't hold any water. Presumably your players actually want to play your game. If they are actually just bypassing every single thing you put in front of them, well, it's time to find a new group. Or, at least, have a really frank discussion about the game. Otherwise, it's just a case of the player(s) don't want to engage with this, specific challenge and can we just move on? Please?</p></blockquote><p></p>
[QUOTE="Hussar, post: 8601487, member: 22779"] Not really though. Unless the entire adventure focuses on any of these things, by and large, they don't actually matter that much. Getting that writing translated is the point, not who does it. Getting to the Moonshaes is the point, not the how. Raising Dead is more often than not a case of striking off the appropriate gold and move on. The point of the adventure is Neverwinter, not really the journey. In other words, the players are telling you that they DON'T CARE about the how when they do this. This is as clear a way that they can do this without actually flat out refusing to play. Not every obstacle that the DM thinks of is automatically gold. Sometimes the players just don't want to engage with this bit. And it might just be for today. But, they are telling you, very clearly, that they don't want to screw around finding some random NPC that will immediately be forgotten afterwards. The DM ignoring that and then proceeding with the challenge. So, the players go through the motions, jump through the appropriate hoops and satisfy the DM's need for this particular challenge to be resolved. Oh, but, Hussar, if we let them bypass one challenge, they'll bypass everything. Why not just declare that they win every time. Well, that's a nice slippery slope argument, and, really, doesn't hold any water. Presumably your players actually want to play your game. If they are actually just bypassing every single thing you put in front of them, well, it's time to find a new group. Or, at least, have a really frank discussion about the game. Otherwise, it's just a case of the player(s) don't want to engage with this, specific challenge and can we just move on? Please? [/QUOTE]
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How has D&D changed over the decades?
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