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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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<blockquote data-quote="Aenghus" data-source="post: 6346971" data-attributes="member: 2656"><p>I do think tactics, strategy and logistics are good terms. The planning I referred to in previous points pertains mostly to the latter two. </p><p></p><p>I think the earliest editions of the game had a mish mash of mechanics that often resulted in poor odds for the players when used, the rules were of variable quality. This encourages players to evade or bypass the rules to achieve their goals, and if the DM wants the players to make progress she has an incentive to accept at least some of these bypass events.</p><p></p><p>The incredible subjectivity of this, combined with the deadliness of the early game, meant that one DM's amazing out-of the-box ploy from a player was to another DM a dumb stunt that got your PC killed. This stuff was minimaly transferrable between different DMs and highly idiosyncratic, you had to learn your DM's biases and what they liked and disliked in the game.</p><p></p><p>The functionality of the mechanics have improved though the editions, not always but often, so there is much less incentive for goal-oriented players to evade the rules to obtain success when they are able to do so more reliably through the rules.</p><p></p><p>I suspect the communication failures that occurring here over means and ends is at least partially due to unstated and disparate goals - e.g. generally a dungeon in D&D is something to be explored, not flooded and destroyed. Whether the latter course is to be permitted and encouraged is a matter for all the participants to decide on as a metagame issue, as it's a matter of "what the game is about", something everyone should have a say on.</p><p></p><p>(Incidentally I have rarely seen water pumps in dungeons, and without them or magic most dungeons should be flooded on the lower levels. But mostly they are not. Interesting)</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6346971, member: 2656"] I do think tactics, strategy and logistics are good terms. The planning I referred to in previous points pertains mostly to the latter two. I think the earliest editions of the game had a mish mash of mechanics that often resulted in poor odds for the players when used, the rules were of variable quality. This encourages players to evade or bypass the rules to achieve their goals, and if the DM wants the players to make progress she has an incentive to accept at least some of these bypass events. The incredible subjectivity of this, combined with the deadliness of the early game, meant that one DM's amazing out-of the-box ploy from a player was to another DM a dumb stunt that got your PC killed. This stuff was minimaly transferrable between different DMs and highly idiosyncratic, you had to learn your DM's biases and what they liked and disliked in the game. The functionality of the mechanics have improved though the editions, not always but often, so there is much less incentive for goal-oriented players to evade the rules to obtain success when they are able to do so more reliably through the rules. I suspect the communication failures that occurring here over means and ends is at least partially due to unstated and disparate goals - e.g. generally a dungeon in D&D is something to be explored, not flooded and destroyed. Whether the latter course is to be permitted and encouraged is a matter for all the participants to decide on as a metagame issue, as it's a matter of "what the game is about", something everyone should have a say on. (Incidentally I have rarely seen water pumps in dungeons, and without them or magic most dungeons should be flooded on the lower levels. But mostly they are not. Interesting) [/QUOTE]
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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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