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How has D&D changed over the decades?
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<blockquote data-quote="hawkeyefan" data-source="post: 8609153" data-attributes="member: 6785785"><p>Do you have an example of what you mean? </p><p></p><p>For me, most of mine really amounts to me being very permissive in the past when a player asks for permission to the point where now they don't really ask for permission, but just kind of go with their idea. If it's an issue in some way, then I may jump in and correct them. In my group's 5e campaign, one character has a brother who's a bit of a down and out type. When the group ran afoul of a thieves' guild type organization, the player said "Oh maybe my brother has some details here" and so we went with it. </p><p></p><p>If for some reason I wouldn't have wanted that to be the case... let's say for example the organization in question was elite and wouldn't have had dealings with low level hooligans like the brother... then I would have simply said "You go to your brother, and he's not familiar with the group at all." But then I'd likely give them something to go on; maybe the brother says "You know who may be able to tell you..." and gives them a possible lead. </p><p></p><p>It's pretty easily handled. I find these kinds of things to be very helpful to facilitate play rather than trying to make sure that only specific paths are followed. I mean, let's face it... we all want to get to the thieves' guild, right? So let's work toward that.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8609153, member: 6785785"] Do you have an example of what you mean? For me, most of mine really amounts to me being very permissive in the past when a player asks for permission to the point where now they don't really ask for permission, but just kind of go with their idea. If it's an issue in some way, then I may jump in and correct them. In my group's 5e campaign, one character has a brother who's a bit of a down and out type. When the group ran afoul of a thieves' guild type organization, the player said "Oh maybe my brother has some details here" and so we went with it. If for some reason I wouldn't have wanted that to be the case... let's say for example the organization in question was elite and wouldn't have had dealings with low level hooligans like the brother... then I would have simply said "You go to your brother, and he's not familiar with the group at all." But then I'd likely give them something to go on; maybe the brother says "You know who may be able to tell you..." and gives them a possible lead. It's pretty easily handled. I find these kinds of things to be very helpful to facilitate play rather than trying to make sure that only specific paths are followed. I mean, let's face it... we all want to get to the thieves' guild, right? So let's work toward that. [/QUOTE]
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