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Judgement calls vs "railroading"
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<blockquote data-quote="pemerton" data-source="post: 7106828" data-attributes="member: 42582"><p>As presented in the Fiend Folio, a crypt thing teleports PCs by using a magical ability. Whether or not a PC is teleported depends on the player's saving throw roll.</p><p></p><p>In MHRP, trying to teleport a character is inflicting a complication - which is a general mechanic. If a complication is serious enough, the character is out for the rest of the scene. In the encounter I described, the crpyt thing inflicted a d8 (or d10? I can't remember now) Stuck Halfway Through a Portal complication on one of the PCs. But then, before there was a chance to step up that complication or inflict any others, the Doom Pool reached 2d12. And I spent the dice to end the scene, narrating this as the crypt thing having dismissed all the PCs from its presence, teleported to a room on a lower dungeon level.</p><p></p><p>D&D doesn't have any mechanic of that sort, where the GM can expend a resource to establish and narrate the end of a scene.</p><p></p><p>For the pillared hall, I established three Scene Distinctions (which is a standard part of scene framing in MHRP): Pillars, Flickering Braziers, and Murals on the Walls that Might be Maps.</p><p></p><p>While two of the players had their PCs fighting the living statue, the third player declared as his action that he studied the murals to see if they would show him the way through the dungeon (thereby eliminating the d12 Lost in the Dungeon complication). He succeeded - among other things, this established as true-in-the-fiction that the murals had information about the dungeon; it also meant that he was no longer lost, and (mechanically) he was rid of the complication. On his next turn he continued to study them, this time to establish, as an asset, Path to Treasure. That asset was then used by him in his dice pools to persuade the dark elven C/F/MU to take him to the dark elf treasure vaults.</p><p></p><p>Part of the context for all this was that the Doom Pool was very low, and these sorts of actions (Recovery and Support actions) are generally opposed by the Doom Pool, so it was a propitious time to eliminate complications and establish assets. (Which is also part of my answer to [MENTION=48965]Imaro[/MENTION] upthread - is power-gaming possible in MHRP? Yes it is, and what I've just described is an example.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7106828, member: 42582"] As presented in the Fiend Folio, a crypt thing teleports PCs by using a magical ability. Whether or not a PC is teleported depends on the player's saving throw roll. In MHRP, trying to teleport a character is inflicting a complication - which is a general mechanic. If a complication is serious enough, the character is out for the rest of the scene. In the encounter I described, the crpyt thing inflicted a d8 (or d10? I can't remember now) Stuck Halfway Through a Portal complication on one of the PCs. But then, before there was a chance to step up that complication or inflict any others, the Doom Pool reached 2d12. And I spent the dice to end the scene, narrating this as the crypt thing having dismissed all the PCs from its presence, teleported to a room on a lower dungeon level. D&D doesn't have any mechanic of that sort, where the GM can expend a resource to establish and narrate the end of a scene. For the pillared hall, I established three Scene Distinctions (which is a standard part of scene framing in MHRP): Pillars, Flickering Braziers, and Murals on the Walls that Might be Maps. While two of the players had their PCs fighting the living statue, the third player declared as his action that he studied the murals to see if they would show him the way through the dungeon (thereby eliminating the d12 Lost in the Dungeon complication). He succeeded - among other things, this established as true-in-the-fiction that the murals had information about the dungeon; it also meant that he was no longer lost, and (mechanically) he was rid of the complication. On his next turn he continued to study them, this time to establish, as an asset, Path to Treasure. That asset was then used by him in his dice pools to persuade the dark elven C/F/MU to take him to the dark elf treasure vaults. Part of the context for all this was that the Doom Pool was very low, and these sorts of actions (Recovery and Support actions) are generally opposed by the Doom Pool, so it was a propitious time to eliminate complications and establish assets. (Which is also part of my answer to [MENTION=48965]Imaro[/MENTION] upthread - is power-gaming possible in MHRP? Yes it is, and what I've just described is an example.) [/QUOTE]
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