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Is this fair? -- your personal opinion
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<blockquote data-quote="PapersAndPaychecks" data-source="post: 3032611" data-attributes="member: 28854"><p>I don't think it's unfair, undetectable, nor indeed any more unrealistic than many other things we're asked to accept in a fantasy world.</p><p></p><p>If you put little hints and clues in to make things easier, your players will come to rely on the DM giving hints and clues. Take it to extremes, and they'll come to expect a safe sandbox world where there are convenient "danger!" signs whenever they're at risk, and even see that as "normal" D&D. They'll come to see character death as a rare and exceptional event, or even a punishment, and if it's allowed to continue they'll start to complain that more difficult situations are "unfair".</p><p></p><p>But any situation that isn't "unfair" contains so little risk that they'll start to play it for laughs. And they start to get bored.</p><p></p><p>In order to retain their interest the DM starts building plots, usually involving BBEG's, and bases these plots around the characters (at the expense of the world setting, which becomes blander and more vanilla all the time). You finally end up with a cookie-cutter series of games that really aren't any different from somebody else's game down the street, and it doesn't seem terribly interesting, but nobody really seems to know what's wrong with the game.</p><p></p><p>What's wrong with it, of course, is that it's seen as the DM's job to arrange matters so the players can't lose -- which means that winning loses its value, so the whole thing starts to feel somehow pointless.</p><p></p><p>Believe me, I've seen it in other peoples' games.</p></blockquote><p></p>
[QUOTE="PapersAndPaychecks, post: 3032611, member: 28854"] I don't think it's unfair, undetectable, nor indeed any more unrealistic than many other things we're asked to accept in a fantasy world. If you put little hints and clues in to make things easier, your players will come to rely on the DM giving hints and clues. Take it to extremes, and they'll come to expect a safe sandbox world where there are convenient "danger!" signs whenever they're at risk, and even see that as "normal" D&D. They'll come to see character death as a rare and exceptional event, or even a punishment, and if it's allowed to continue they'll start to complain that more difficult situations are "unfair". But any situation that isn't "unfair" contains so little risk that they'll start to play it for laughs. And they start to get bored. In order to retain their interest the DM starts building plots, usually involving BBEG's, and bases these plots around the characters (at the expense of the world setting, which becomes blander and more vanilla all the time). You finally end up with a cookie-cutter series of games that really aren't any different from somebody else's game down the street, and it doesn't seem terribly interesting, but nobody really seems to know what's wrong with the game. What's wrong with it, of course, is that it's seen as the DM's job to arrange matters so the players can't lose -- which means that winning loses its value, so the whole thing starts to feel somehow pointless. Believe me, I've seen it in other peoples' games. [/QUOTE]
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Is this fair? -- your personal opinion
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