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*TTRPGs General
I don't get the dislike of healing surges
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<blockquote data-quote="Mort" data-source="post: 5718538" data-attributes="member: 762"><p>A D&D game is not a novel. The characters are not (and should not be) merely pawns to be molded by an all-knowing writer. IMO any DM that thinks he and only he should have any control over the shape and direction of the game world is depriving both himself and his players.</p><p></p><p>I'm not necessarily talking world shattering stuff here realy. Lets say the characters are chasing a villain through the streets of a city that one of the PCs is intimately familiar with. The villain has a few minutes head start but the players know where he is likely going.</p><p></p><p>The PC (intimately familiar with the city) looks at the DM and says "I'm intimately familiar with this city, chances are I know a pretty good shortcut that the villain doesn't."</p><p></p><p>The DM looks at his map and sees that the villain is going by a direct route with the players unlikely to catch him. Assuming teleportation magic is not at play does the DM a) give the players no option other than to try and catch the villain by directly following him or b) allow the player (assuming he rolled well on a geography check or similar skill roll) to find a previously unknown route (maybe not even on the map) that allows them to catch the villain (essentially changing the reality of the game world as he planned it)?</p><p></p><p>I think option b can be a great way for the players to influence the game world – yet too many DMs would look at their map, not see a route, and dismiss this out of hand because it doesn’t fit their (and only their) story.</p><p></p><p>Note the above is completely the same in 3e or 4e btw (and only tangential to the thread, but I thought I'd answer the question).</p></blockquote><p></p>
[QUOTE="Mort, post: 5718538, member: 762"] A D&D game is not a novel. The characters are not (and should not be) merely pawns to be molded by an all-knowing writer. IMO any DM that thinks he and only he should have any control over the shape and direction of the game world is depriving both himself and his players. I'm not necessarily talking world shattering stuff here realy. Lets say the characters are chasing a villain through the streets of a city that one of the PCs is intimately familiar with. The villain has a few minutes head start but the players know where he is likely going. The PC (intimately familiar with the city) looks at the DM and says "I'm intimately familiar with this city, chances are I know a pretty good shortcut that the villain doesn't." The DM looks at his map and sees that the villain is going by a direct route with the players unlikely to catch him. Assuming teleportation magic is not at play does the DM a) give the players no option other than to try and catch the villain by directly following him or b) allow the player (assuming he rolled well on a geography check or similar skill roll) to find a previously unknown route (maybe not even on the map) that allows them to catch the villain (essentially changing the reality of the game world as he planned it)? I think option b can be a great way for the players to influence the game world – yet too many DMs would look at their map, not see a route, and dismiss this out of hand because it doesn’t fit their (and only their) story. Note the above is completely the same in 3e or 4e btw (and only tangential to the thread, but I thought I'd answer the question). [/QUOTE]
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I don't get the dislike of healing surges
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