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Is D&D (WotC) flaming out?
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<blockquote data-quote="Beginning of the End" data-source="post: 5420429" data-attributes="member: 55271"><p>So let me see if I can sum this up:</p><p></p><p>(1) Wizards prevent you from designing a "mystery" in which a super-rare object is stolen and then hidden within 500 feet (so that it can be trivially located with a <em>locate object</em> spell cast by a low level wizard).</p><p></p><p>(2) Therefore, "ALL the mystery" is gone.</p><p></p><p>I'll admit that I'm just plucking out one of your examples, but they all come back to the same central problem: Yes. The typical D&D party has access to a lot of powerful forensic abilities.</p><p></p><p>So what?</p><p></p><p>It's like you're playing CSI: The RPG and your sessions go like this--</p><p></p><p>Cirno: You see a corpse with a bloody knife lying next to it.</p><p>Player: I dust it for prints. And then I check to see if the prints are listed in the FBI database.</p><p>Cirno: NOOOOO!!!! You're using your narrative powers to destroy ALL the mystery!</p><p></p><p>Speaking of which...</p><p></p><p>I think the fact that you're really, really, really upset by the thought of players being allowed to have narrative power is kind of revealing about the real source of your discontent. As a GM you want to wield ultimate control over how your My Precious Encounters(TM) and poorly conceived/railroaded mystery scenarios are going to play out. You've pre-visualized your campaign and the wizards keep throwing spanners into the works.</p><p></p><p>I, on the other hand, embrace simple encounter design and permissive scenario design. So I don't care if my players have narrative power. I <em>want</em> them to have narrative power.</p><p></p><p></p><p></p><p>And here, yet again, you're invoking some sort of bizarre reality in which PCs never cooperate with each other. I'm not saying that every party of PCs needs to benefit from perfect harmony; but I also find it difficult to consider D&D deeply flawed because it doesn't work particularly well under the completely dysfunctional style of play you suggest.</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 5420429, member: 55271"] So let me see if I can sum this up: (1) Wizards prevent you from designing a "mystery" in which a super-rare object is stolen and then hidden within 500 feet (so that it can be trivially located with a [I]locate object[/I] spell cast by a low level wizard). (2) Therefore, "ALL the mystery" is gone. I'll admit that I'm just plucking out one of your examples, but they all come back to the same central problem: Yes. The typical D&D party has access to a lot of powerful forensic abilities. So what? It's like you're playing CSI: The RPG and your sessions go like this-- Cirno: You see a corpse with a bloody knife lying next to it. Player: I dust it for prints. And then I check to see if the prints are listed in the FBI database. Cirno: NOOOOO!!!! You're using your narrative powers to destroy ALL the mystery! Speaking of which... I think the fact that you're really, really, really upset by the thought of players being allowed to have narrative power is kind of revealing about the real source of your discontent. As a GM you want to wield ultimate control over how your My Precious Encounters(TM) and poorly conceived/railroaded mystery scenarios are going to play out. You've pre-visualized your campaign and the wizards keep throwing spanners into the works. I, on the other hand, embrace simple encounter design and permissive scenario design. So I don't care if my players have narrative power. I [I]want[/I] them to have narrative power. And here, yet again, you're invoking some sort of bizarre reality in which PCs never cooperate with each other. I'm not saying that every party of PCs needs to benefit from perfect harmony; but I also find it difficult to consider D&D deeply flawed because it doesn't work particularly well under the completely dysfunctional style of play you suggest. [/QUOTE]
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