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Judgement calls vs "railroading"
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<blockquote data-quote="Gardens &amp; Goblins" data-source="post: 7054837" data-attributes="member: 6846794"><p>To be fair to Gygax, he's not our DM or playing at our table. </p><p></p><p>With us and I'm sure many other groups, the DM is setting up the campaign world way before folks get around to playing within it. While the granularity of detail will be different, the elements are in play before the game starts. Players then explore and interact as they choose. The idea of a </p><p></p><p>As such, it is players who control how content is introduced, by choosing to go find it. And often they choose to find it in dangerous places.<em> </em></p><p><em></em></p><p><em>For example, we recently had our players decide to engage with a faction that was better equipped. The faction was presented to a given level of detail. When one of the players decided to engage with a powerful being within that faction, additional detail was given, intended to encourage the player to re-consider their choice while still presenting the option to follow it through. Another example would be how the party was massacred after encountering a warlord and his wolf. They'd been recklessly/bravely bundling around the fallen city with much success but finally their luck and resources ran out. Sure, we could have tweaked or removed the warlord and his wolf. But we didn't - and we won't. That's what was there, they explored and found it. They chose how to interact and they died. Good stuff!</em></p><p></p><p>With such a style - and I do think it is a difference in style - the DM can draw attention to an element, but typically this occurs after the player has chosen to engage with it. Elements are not typically not telegraphed to the players, simply presented, unless the context would demand otherwise. <em>(Or if we prefer, the players are given the panoramic view and then choose to zoom in on elements through their engagement with said elements).</em> However, the key difference is the DM is not tailoring content for the characters in terms of challenge or difficulty. There's still an element of level-appropriate design of course, though this again this is made long before the players rock up and do what they do. And due to the DM not directly tailoring the level / difficulty of these elements, this is where a DM can choose to nudge a player, which we appreciate. Still, it is the players who choose to enter the <em>Dungeon of Almost Certain Death to All But the Most Powerfu</em>l, regardless of whatever level they might actually be.</p><p></p><p>And If I as the DM or whoever amongst us is DMing removed all the the things we didn't want the players to interact with, we'd be removing the game experience we've all signed up to enjoy. It's a simulation approach, granted, and one we really enjoy. Sorry Gygax, if we roll a wandering monster, you get a wandering monster.</p></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 7054837, member: 6846794"] To be fair to Gygax, he's not our DM or playing at our table. With us and I'm sure many other groups, the DM is setting up the campaign world way before folks get around to playing within it. While the granularity of detail will be different, the elements are in play before the game starts. Players then explore and interact as they choose. The idea of a As such, it is players who control how content is introduced, by choosing to go find it. And often they choose to find it in dangerous places.[I] For example, we recently had our players decide to engage with a faction that was better equipped. The faction was presented to a given level of detail. When one of the players decided to engage with a powerful being within that faction, additional detail was given, intended to encourage the player to re-consider their choice while still presenting the option to follow it through. Another example would be how the party was massacred after encountering a warlord and his wolf. They'd been recklessly/bravely bundling around the fallen city with much success but finally their luck and resources ran out. Sure, we could have tweaked or removed the warlord and his wolf. But we didn't - and we won't. That's what was there, they explored and found it. They chose how to interact and they died. Good stuff![/I] With such a style - and I do think it is a difference in style - the DM can draw attention to an element, but typically this occurs after the player has chosen to engage with it. Elements are not typically not telegraphed to the players, simply presented, unless the context would demand otherwise. [I](Or if we prefer, the players are given the panoramic view and then choose to zoom in on elements through their engagement with said elements).[/I] However, the key difference is the DM is not tailoring content for the characters in terms of challenge or difficulty. There's still an element of level-appropriate design of course, though this again this is made long before the players rock up and do what they do. And due to the DM not directly tailoring the level / difficulty of these elements, this is where a DM can choose to nudge a player, which we appreciate. Still, it is the players who choose to enter the [I]Dungeon of Almost Certain Death to All But the Most Powerfu[/I]l, regardless of whatever level they might actually be. And If I as the DM or whoever amongst us is DMing removed all the the things we didn't want the players to interact with, we'd be removing the game experience we've all signed up to enjoy. It's a simulation approach, granted, and one we really enjoy. Sorry Gygax, if we roll a wandering monster, you get a wandering monster. [/QUOTE]
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