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How has D&D changed over the decades?
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<blockquote data-quote="Helldritch" data-source="post: 8607125" data-attributes="member: 6855114"><p>Wrong. I have given the player a puzzle to solve so did you. They in both cases have an infinity of possibilities to solve it in both case. But in yours, they have a secret button that makes all puzzle irrelevant as they just can make a NPC appear out of nowhere to solve the problem for them. See the difference?</p><p></p><p>My players are no where near passive consumers. That is an insult to their role playing skills. Who are you to judge through the lens of your bad experiences with traditional play? My players contribute as much to the world as I do. They just do it within parameters that we have fixed together at session zero.</p><p></p><p>And yet, for me, having seen this style of play on many occasions, it is an I WIN button that is in disguise. Creating the NPC through actual role play is more interesting as the players will be forced to think on how to act, convince and nurture the contact they are creating. It might not be an auto success. In fact, there might be risks involved in creating that contact but the tension and eventual success makes it so much more interesting to play out than just having that sister appear out of the blue. For me it is like a :" Hey Bob! You had a sister? Geez, I thought you were the only child of your parents... First time you bring her up."</p><p></p><p>Here on the first sentence I fully agree. And guess what? I have the same with my players. And this is without "I win" buttons.</p><p></p><p>Maybe you are playing with long time friends. This enables a very high level of trust. That is great. But your method with unknown players is begging for abuse. At first it will be small inconsequential things. But if unchecked, you might end up with a dull, effortless campaign. I reach the same results as you and without that risk. My players are involved because they know that without interactions with the world, the game will be dull. Rolling for Rolling, play monopoly. RPG means that Role and Roll are both needed. One feeding the other and vice versa.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8607125, member: 6855114"] Wrong. I have given the player a puzzle to solve so did you. They in both cases have an infinity of possibilities to solve it in both case. But in yours, they have a secret button that makes all puzzle irrelevant as they just can make a NPC appear out of nowhere to solve the problem for them. See the difference? My players are no where near passive consumers. That is an insult to their role playing skills. Who are you to judge through the lens of your bad experiences with traditional play? My players contribute as much to the world as I do. They just do it within parameters that we have fixed together at session zero. And yet, for me, having seen this style of play on many occasions, it is an I WIN button that is in disguise. Creating the NPC through actual role play is more interesting as the players will be forced to think on how to act, convince and nurture the contact they are creating. It might not be an auto success. In fact, there might be risks involved in creating that contact but the tension and eventual success makes it so much more interesting to play out than just having that sister appear out of the blue. For me it is like a :" Hey Bob! You had a sister? Geez, I thought you were the only child of your parents... First time you bring her up." Here on the first sentence I fully agree. And guess what? I have the same with my players. And this is without "I win" buttons. Maybe you are playing with long time friends. This enables a very high level of trust. That is great. But your method with unknown players is begging for abuse. At first it will be small inconsequential things. But if unchecked, you might end up with a dull, effortless campaign. I reach the same results as you and without that risk. My players are involved because they know that without interactions with the world, the game will be dull. Rolling for Rolling, play monopoly. RPG means that Role and Roll are both needed. One feeding the other and vice versa. [/QUOTE]
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