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General Tabletop Discussion
*TTRPGs General
Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="Sadras" data-source="post: 7556166" data-attributes="member: 6688277"><p>Well it is both, isn't it?</p><p>Player informs DM of character's goal. DM does some initial prep work on the factions at play to save time at the table, enter my cheat sheet. Character learns about factions and politics, determines his/her own path towards obtaining goal. DM may provide character insight due to mechanics and/or in-game fiction, depending on style of play. I'm very much for 'hints'</p><p>Hints could be additional avenues towards success, possible complications and risks.</p><p></p><p>The cheat sheet provides guidance and inspiration nothing more, nothing less. It is not a prescribed result, it should not be. </p><p></p><p>Just like a DM cannot prepare for all eventualities and ideas that the players come up with and decide to pursue, so can the player and character not be aware of all the risks and possible complications that may or may not arise on a failure. That is why I disagree, very strongly, with the idea that risks and complications should all be made transparent to the PC, (well at least at my table).</p><p></p><p>Imagine that happened in chess, would not make for a thrilling game. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p>EDIT: Further thought has me believe we might be disagreeing over the use of <em>secret backstory</em>, which I know is not your preferred style of play, as secret backstory is one thing that may provide unseen/unexpected complications. Although, I'd argue, I can just as easily make a roll on a Complication's table. Both may provide results that may be unexpected to the character and player.</p><p></p><p>But it need not be that, it might be something creative thought of at the table by the DM which pushes the story in an interesting direction, a complicated fail forward if you will.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7556166, member: 6688277"] Well it is both, isn't it? Player informs DM of character's goal. DM does some initial prep work on the factions at play to save time at the table, enter my cheat sheet. Character learns about factions and politics, determines his/her own path towards obtaining goal. DM may provide character insight due to mechanics and/or in-game fiction, depending on style of play. I'm very much for 'hints' Hints could be additional avenues towards success, possible complications and risks. The cheat sheet provides guidance and inspiration nothing more, nothing less. It is not a prescribed result, it should not be. Just like a DM cannot prepare for all eventualities and ideas that the players come up with and decide to pursue, so can the player and character not be aware of all the risks and possible complications that may or may not arise on a failure. That is why I disagree, very strongly, with the idea that risks and complications should all be made transparent to the PC, (well at least at my table). Imagine that happened in chess, would not make for a thrilling game. :erm: EDIT: Further thought has me believe we might be disagreeing over the use of [I]secret backstory[/I], which I know is not your preferred style of play, as secret backstory is one thing that may provide unseen/unexpected complications. Although, I'd argue, I can just as easily make a roll on a Complication's table. Both may provide results that may be unexpected to the character and player. But it need not be that, it might be something creative thought of at the table by the DM which pushes the story in an interesting direction, a complicated fail forward if you will. [/QUOTE]
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