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I want my actions to matter
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<blockquote data-quote="mamba" data-source="post: 9215812" data-attributes="member: 7034611"><p>Your actions matter when your actions have consequences, so they obviously change the game world in some (small) way. When the player wants to do something unexpected, then the DM not shutting it down to me is simply the DM not saying 'no, you cannot do that' and deciding what it takes for this unexpected action to succeed. Have the player / char explain what they are doing, make a roll or something similar and decide the outcome. Obviously this is limited to things that make sense, the player / char cannot just wish for things to happen and they do.</p><p></p><p>If the player wants to rob a vault, then let them. By that I mean turn it into an adventure, have there be traps, guards, whatever else, and have the chars learn about the vault, stake it out, plan their heist and then attempt it, with the DM arbitrating how things are going. There is no guarantee of success, but there also should not be one of failure either, then you would have been better off saying 'you cannot do that'. Depending on the vault, the chances might be very slim and they can consider themselves lucky to make it out alive and without having been identified, as far as I am concerned.</p></blockquote><p></p>
[QUOTE="mamba, post: 9215812, member: 7034611"] Your actions matter when your actions have consequences, so they obviously change the game world in some (small) way. When the player wants to do something unexpected, then the DM not shutting it down to me is simply the DM not saying 'no, you cannot do that' and deciding what it takes for this unexpected action to succeed. Have the player / char explain what they are doing, make a roll or something similar and decide the outcome. Obviously this is limited to things that make sense, the player / char cannot just wish for things to happen and they do. If the player wants to rob a vault, then let them. By that I mean turn it into an adventure, have there be traps, guards, whatever else, and have the chars learn about the vault, stake it out, plan their heist and then attempt it, with the DM arbitrating how things are going. There is no guarantee of success, but there also should not be one of failure either, then you would have been better off saying 'you cannot do that'. Depending on the vault, the chances might be very slim and they can consider themselves lucky to make it out alive and without having been identified, as far as I am concerned. [/QUOTE]
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