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<blockquote data-quote="Melfast" data-source="post: 9227400" data-attributes="member: 17870"><p>It seems to me the problem may be related to expectations, and how each person sees the game being played. Some people may be used to games where dice rolls can allow anything to happen as long as you roll high enough, where others expect that the rolls are bounded by the narrative. The classic example is the Bard trying to convince the king to give up their throne to them, and rolling a 20. The Bard player says they succeeded because they rolled so high (possibly over 30 total). The DM says no, regardless of how high you rolled, the king is not going to give up his throne to the Bard based on a persuasion roll. This is a case where the player explains what they are trying to accomplish, and the DM tells them what is possible. If it is not possible, the player does not get to roll at all. This does not make the PC's actions not have agency; they need to try something else. They can plan a revolution, start planning with disaffected nobles, etc. to take over the kingdom. </p><p></p><p>If they want to cross a rift that is 100' feet wide, they are not going to be able to just jump over it, regardless of their roll (barring magic aid of course). They will need to work out another way to do it. They can still cross the rift if they want to, they just need to plan it out better. What the DM should not do, in my opinion, is just close down things players want to do arbitrarily. </p><p></p><p>The PC's are in the casino and want to rob it. The DM says, you can't because it is too well guarded. That removes their agency. If it is is a high end casino, and there are guards all around, the PC's ought to expect the money vaults to be well guarded. If it is a fly-by-night casino that opens up at night inside a warehouse, and then closes down before the warehouse needs to be used for trade, it is likely the PC's will expect it to not have all the same protections, vaults, etc. as the high end casino. To do a heist at either place, though, they still need to make preparations, and they still need to tell you what they are doing, but they should be able to take actions and make choices that matter in both cases. </p><p></p><p>Where I sometimes get frustrated is when players expect to make a die roll without any other effort, and just get what they want. This is where communication and expectations are key. This may also be where you are feeling frustrated. I suggest setting expectations that there are no die rolls unless you ask for them, and that they come after the PC's explain what they want and what they are doing to get it. Then there can be some discussion about what they are trying to do, what they know, and what are the possible results of success or failure. Hope this helps.</p></blockquote><p></p>
[QUOTE="Melfast, post: 9227400, member: 17870"] It seems to me the problem may be related to expectations, and how each person sees the game being played. Some people may be used to games where dice rolls can allow anything to happen as long as you roll high enough, where others expect that the rolls are bounded by the narrative. The classic example is the Bard trying to convince the king to give up their throne to them, and rolling a 20. The Bard player says they succeeded because they rolled so high (possibly over 30 total). The DM says no, regardless of how high you rolled, the king is not going to give up his throne to the Bard based on a persuasion roll. This is a case where the player explains what they are trying to accomplish, and the DM tells them what is possible. If it is not possible, the player does not get to roll at all. This does not make the PC's actions not have agency; they need to try something else. They can plan a revolution, start planning with disaffected nobles, etc. to take over the kingdom. If they want to cross a rift that is 100' feet wide, they are not going to be able to just jump over it, regardless of their roll (barring magic aid of course). They will need to work out another way to do it. They can still cross the rift if they want to, they just need to plan it out better. What the DM should not do, in my opinion, is just close down things players want to do arbitrarily. The PC's are in the casino and want to rob it. The DM says, you can't because it is too well guarded. That removes their agency. If it is is a high end casino, and there are guards all around, the PC's ought to expect the money vaults to be well guarded. If it is a fly-by-night casino that opens up at night inside a warehouse, and then closes down before the warehouse needs to be used for trade, it is likely the PC's will expect it to not have all the same protections, vaults, etc. as the high end casino. To do a heist at either place, though, they still need to make preparations, and they still need to tell you what they are doing, but they should be able to take actions and make choices that matter in both cases. Where I sometimes get frustrated is when players expect to make a die roll without any other effort, and just get what they want. This is where communication and expectations are key. This may also be where you are feeling frustrated. I suggest setting expectations that there are no die rolls unless you ask for them, and that they come after the PC's explain what they want and what they are doing to get it. Then there can be some discussion about what they are trying to do, what they know, and what are the possible results of success or failure. Hope this helps. [/QUOTE]
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