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General Tabletop Discussion
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Judgement calls vs "railroading"
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<blockquote data-quote="Gardens &amp; Goblins" data-source="post: 7054923" data-attributes="member: 6846794"><p>Why wouldn't they? If the party wander into a The Dungeon of High Level Monsters and Stuff, then they're going to encounter high level monsters and stuff. Likewise, if a local contains things that might kill, then the local will include such things. The players choose where they go, and will encounter horrible things if they are there to be found <em>(and likewise, if they travel to lovely places, enjoy finding and engaging with lovely things!)</em></p><p></p><p>If the DM begins to remove such elements, starts tailoring events to adjust the difficulty/challenge to the player's level or actions then they've move from presenting the world and its elements 'as is' and have begun presenting the world and events, 'as best suits the party'. We tried that - it got old really quickly. To edit the content of the world to accommodate to the PCs level range/power levels, for me as a DM and a player, would be to deny them of the style of play which we enjoy, one where the players can truly tailor their adventure by choosing where they go and what they do.</p><p></p><p>Now, thankfully none of our DMs label our dungeons 'The Dungeon of High Level Monsters and Stuff'. Nor do we have a habit of calling out what can and can't kill a party member within a local, or the circumstances that might contribute to a death. Simply present, describe and add a touch of creative flourish. The players then state their intent and how they wish to achieve it. After this has been done, here is where the DM may nudge a player by elaborating on some detail or point while setting a challenge rating, if required. </p><p></p><p>And just to be clear I'm talking about, 'all sorts of nudging'. The vast majority of the time, a simple, clear nudge is enough. Akin to a program prompting you with, <em>'Are you sure you wish to close this application without saving?'</em> We are simply given an option, supported by some additional details and the possible dire consequences hinted at. We can still exercise our power of choice - and our players do - be it for roleplay reasons <em>(Fred the the 2nd Level Wizard doesn't take truck from anything or anyone, so yes, he tells the Pit Fiend where to shove it)</em> or simply because they want to see what happens.</p></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 7054923, member: 6846794"] Why wouldn't they? If the party wander into a The Dungeon of High Level Monsters and Stuff, then they're going to encounter high level monsters and stuff. Likewise, if a local contains things that might kill, then the local will include such things. The players choose where they go, and will encounter horrible things if they are there to be found [I](and likewise, if they travel to lovely places, enjoy finding and engaging with lovely things!)[/I] If the DM begins to remove such elements, starts tailoring events to adjust the difficulty/challenge to the player's level or actions then they've move from presenting the world and its elements 'as is' and have begun presenting the world and events, 'as best suits the party'. We tried that - it got old really quickly. To edit the content of the world to accommodate to the PCs level range/power levels, for me as a DM and a player, would be to deny them of the style of play which we enjoy, one where the players can truly tailor their adventure by choosing where they go and what they do. Now, thankfully none of our DMs label our dungeons 'The Dungeon of High Level Monsters and Stuff'. Nor do we have a habit of calling out what can and can't kill a party member within a local, or the circumstances that might contribute to a death. Simply present, describe and add a touch of creative flourish. The players then state their intent and how they wish to achieve it. After this has been done, here is where the DM may nudge a player by elaborating on some detail or point while setting a challenge rating, if required. And just to be clear I'm talking about, 'all sorts of nudging'. The vast majority of the time, a simple, clear nudge is enough. Akin to a program prompting you with, [I]'Are you sure you wish to close this application without saving?'[/I] We are simply given an option, supported by some additional details and the possible dire consequences hinted at. We can still exercise our power of choice - and our players do - be it for roleplay reasons [I](Fred the the 2nd Level Wizard doesn't take truck from anything or anyone, so yes, he tells the Pit Fiend where to shove it)[/I] or simply because they want to see what happens. [/QUOTE]
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