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I want my actions to matter
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<blockquote data-quote="hawkeyefan" data-source="post: 9227399" data-attributes="member: 6785785"><p>Or maybe they have ideas about what they’d like out of the game? And maybe you don’t understand what they’re saying? And they don’t understand your expectations?</p><p></p><p>Because nothing you’re saying is making a lot of sense. </p><p></p><p></p><p></p><p>What does any of this have to do with players’ actions mattering? </p><p></p><p>If I say I want my actions to matter, it doesn’t mean I don’t want a challenge. I don’t even understand how you could interpret one for the other. </p><p></p><p></p><p></p><p>No, the GM doesn’t “do nothing”. The player rolls and depending on the result, the GM determines what happens. The GM is not free to just decide anything they want… it has to fit the result of the roll. </p><p></p><p></p><p></p><p>Neither of these two sides you suggest applied.</p><p></p><p>Bandits want to loot, yes, but they don’t want to die. They seek relatively easy prey. A group of adventurers in D&D is anything but easy prey. </p><p></p><p></p><p></p><p>I think Persuasion applied because of the way the Bars approached the move. He explained to them that we had just slain a group of trolls, and that we’d had enough violence for the day. </p><p></p><p>But the issue isn’t the skill used. It’s that the DC wasn’t shared. We have no idea what the chances were, or if the roll actually succeeded. As I said, the fight seemed like a foregone conclusion… so we fought. And we mopped the floor with the bandits. </p><p></p><p>This is part of it as well. If players are going to know that their actions matter, it helps to be transparent about things like DCs and so forth before a roll is made. </p><p></p><p></p><p></p><p>Well, you seem to think it means that the players want an easy challenge. I don’t understamd why. I’ve never experienced anything like what you’re describing. Most of the time, players wanting actions to matter is about consequences as much as it is about achievement. They want to know what’s at stake and the odds beforehand, so then when they see how the dice land, they know how things will go, and more importantly, they know WHY things go that way.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9227399, member: 6785785"] Or maybe they have ideas about what they’d like out of the game? And maybe you don’t understand what they’re saying? And they don’t understand your expectations? Because nothing you’re saying is making a lot of sense. What does any of this have to do with players’ actions mattering? If I say I want my actions to matter, it doesn’t mean I don’t want a challenge. I don’t even understand how you could interpret one for the other. No, the GM doesn’t “do nothing”. The player rolls and depending on the result, the GM determines what happens. The GM is not free to just decide anything they want… it has to fit the result of the roll. Neither of these two sides you suggest applied. Bandits want to loot, yes, but they don’t want to die. They seek relatively easy prey. A group of adventurers in D&D is anything but easy prey. I think Persuasion applied because of the way the Bars approached the move. He explained to them that we had just slain a group of trolls, and that we’d had enough violence for the day. But the issue isn’t the skill used. It’s that the DC wasn’t shared. We have no idea what the chances were, or if the roll actually succeeded. As I said, the fight seemed like a foregone conclusion… so we fought. And we mopped the floor with the bandits. This is part of it as well. If players are going to know that their actions matter, it helps to be transparent about things like DCs and so forth before a roll is made. Well, you seem to think it means that the players want an easy challenge. I don’t understamd why. I’ve never experienced anything like what you’re describing. Most of the time, players wanting actions to matter is about consequences as much as it is about achievement. They want to know what’s at stake and the odds beforehand, so then when they see how the dice land, they know how things will go, and more importantly, they know WHY things go that way. [/QUOTE]
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