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General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="Jester David" data-source="post: 7055039" data-attributes="member: 37579"><p>I said: </p><p></p><p>The reply was:</p><p></p><p>How does having a player narrate their own failure mean they get to negate it? </p><p></p><p>If you don't trust your players not to narrate a consequence without being favourable to themselves then that's a problem with your group. </p><p></p><p>The FFG Star Wars system has a neat non-binary success mechanic, where you can both succeed and fail at the same time. It lends itself very well to the players having to describe their actions and narrate their potential failures.</p><p></p><p></p><p>Your tone is exceedingly concedending. If you have no interest in actually <em>learning</em> how other people play and engaging in a conversation about play styles, why are you even posting? </p><p></p><p>Assuming you are open minding and I'm just reading too much into your comment of "so I can have the satisfaction of admiring this gameworld that exists only in my head and my notebook" unforseen consequences can have an impact at the table. </p><p></p><p>In your example, the PCs kill Torog. Assuming he had followers, who takes over? Are they better or worse? What do they do next? Is there a violent battle for succession that spills out into the countryside? </p><p>Does the release of the tarrasque cause panic in the kingdoms? Maybe a wave of suicides and religious conversions that changes the dynamics in the nation? Different churches take power, and the state suddenly becomes a theocracy after an impromptu revolution.</p><p>Using an example from my game, the players agreed to regularly supply sorcerer-creating dragon blood to a rich merchant. They now get money. The unforeseen consequences might be that the merchant decides to stage a coup and tries to recruit the PCs to his side. </p><p></p><p></p><p>The same type of game. The same GMing technique. </p><p></p><p></p><p></p><p>How come everytime I engage in one of your posts I feel like I'm trying to explain an elephant to a blind man?</p><p></p><p>Some people plan. They like it. They like the tighter narrative and cohesive story. Many players like it as well, being more passive and uninterested in personal goals or just liking the stories the DM is able to weave.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7055039, member: 37579"] I said: The reply was: How does having a player narrate their own failure mean they get to negate it? If you don't trust your players not to narrate a consequence without being favourable to themselves then that's a problem with your group. The FFG Star Wars system has a neat non-binary success mechanic, where you can both succeed and fail at the same time. It lends itself very well to the players having to describe their actions and narrate their potential failures. Your tone is exceedingly concedending. If you have no interest in actually [i]learning[/i] how other people play and engaging in a conversation about play styles, why are you even posting? Assuming you are open minding and I'm just reading too much into your comment of "so I can have the satisfaction of admiring this gameworld that exists only in my head and my notebook" unforseen consequences can have an impact at the table. In your example, the PCs kill Torog. Assuming he had followers, who takes over? Are they better or worse? What do they do next? Is there a violent battle for succession that spills out into the countryside? Does the release of the tarrasque cause panic in the kingdoms? Maybe a wave of suicides and religious conversions that changes the dynamics in the nation? Different churches take power, and the state suddenly becomes a theocracy after an impromptu revolution. Using an example from my game, the players agreed to regularly supply sorcerer-creating dragon blood to a rich merchant. They now get money. The unforeseen consequences might be that the merchant decides to stage a coup and tries to recruit the PCs to his side. The same type of game. The same GMing technique. How come everytime I engage in one of your posts I feel like I'm trying to explain an elephant to a blind man? Some people plan. They like it. They like the tighter narrative and cohesive story. Many players like it as well, being more passive and uninterested in personal goals or just liking the stories the DM is able to weave. [/QUOTE]
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