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General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="Campbell" data-source="post: 7061524" data-attributes="member: 16586"><p>This is interesting. I think we may have run into a possible area of contention in our approaches. I consider active experience of the fallout of decisions really important to giving player decisions weight. I do not think it is enough to say what the consequences are, we need to show through play what they are and really follow the fiction. I can also see where your <strong>go to the action</strong> might be subtly different from my <strong>make the players' characters' lives not boring</strong>.</p><p></p><p>The experience of being hurt or running out of arrows can provide room for all sorts of compelling fiction and meaningful decision making. Part of the challenge of running any version of D&D to using my favored approach is that it actually turns things like being hurt, death, and the experience of being without crucial resources into purely logistical problems rather than making room for compelling drama. Things like cheap and risk free healing and resurrection spells, automatic healing over time with specific daily healing rates, tracking every arrow to be certain we never run out, and assumed commodity rather than matchmaking markets tend to remove the sting of these as things we actually have to deal with on a personal level.</p><p></p><p>I think there are better ways to deal with these experiences in a way that increases dramatic tension, provides meaningful choices, and is less sensitive to dealing with minutiae. I don't wish to drive this thread too far down a tangent about resource management though. I plan to create a new thread sometime tomorrow.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7061524, member: 16586"] This is interesting. I think we may have run into a possible area of contention in our approaches. I consider active experience of the fallout of decisions really important to giving player decisions weight. I do not think it is enough to say what the consequences are, we need to show through play what they are and really follow the fiction. I can also see where your [B]go to the action[/B] might be subtly different from my [B]make the players' characters' lives not boring[/B]. The experience of being hurt or running out of arrows can provide room for all sorts of compelling fiction and meaningful decision making. Part of the challenge of running any version of D&D to using my favored approach is that it actually turns things like being hurt, death, and the experience of being without crucial resources into purely logistical problems rather than making room for compelling drama. Things like cheap and risk free healing and resurrection spells, automatic healing over time with specific daily healing rates, tracking every arrow to be certain we never run out, and assumed commodity rather than matchmaking markets tend to remove the sting of these as things we actually have to deal with on a personal level. I think there are better ways to deal with these experiences in a way that increases dramatic tension, provides meaningful choices, and is less sensitive to dealing with minutiae. I don't wish to drive this thread too far down a tangent about resource management though. I plan to create a new thread sometime tomorrow. [/QUOTE]
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