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Map-and-key RPGing contrasted with alternatives
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<blockquote data-quote="Baron Opal II" data-source="post: 8941097" data-attributes="member: 6794067"><p>For me, A and B are an aspect of being "fair". If I decide where it is beforehand, then it falls to the player's luck or cleverness to avoid it. It limits what obstacles I as the DM can impose on the PCs. C and D are not cricket.</p><p></p><p>From what I understand, it might be wholly appropriate and fair for a AW game to have a trap manifest under a PC that "was there all along" on a bad roll. That seems strange to me, but I'm getting that some of the thematic obstacles PCs face are determined "just-in-time" through unfortunate rolls. That's a case when C or D would be appropriate, then?</p><p></p><p>Edit: So, thinking of the term of "limiting the DM's power", my use of map and key requires forethought. While there are certainly random aspects, such as a small chance of pirates or sea monsters when sailing down the coast, I've already determined the obvious and hidden obstacles through that aspect of the adventure. Depending on how the players prepare and how ideal their information is, sometimes the trip can be as direct as "Bryce uses his Contact: Capt. Hargrove and negotiates passage South to Ft. Rain." Or, they do that and I pull out the ship mini for a kraken fight.</p><p></p><p>What limits the DM's power in BW, DW, &c? These complications only happen on "Yes, but" rolls?</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 8941097, member: 6794067"] For me, A and B are an aspect of being "fair". If I decide where it is beforehand, then it falls to the player's luck or cleverness to avoid it. It limits what obstacles I as the DM can impose on the PCs. C and D are not cricket. From what I understand, it might be wholly appropriate and fair for a AW game to have a trap manifest under a PC that "was there all along" on a bad roll. That seems strange to me, but I'm getting that some of the thematic obstacles PCs face are determined "just-in-time" through unfortunate rolls. That's a case when C or D would be appropriate, then? Edit: So, thinking of the term of "limiting the DM's power", my use of map and key requires forethought. While there are certainly random aspects, such as a small chance of pirates or sea monsters when sailing down the coast, I've already determined the obvious and hidden obstacles through that aspect of the adventure. Depending on how the players prepare and how ideal their information is, sometimes the trip can be as direct as "Bryce uses his Contact: Capt. Hargrove and negotiates passage South to Ft. Rain." Or, they do that and I pull out the ship mini for a kraken fight. What limits the DM's power in BW, DW, &c? These complications only happen on "Yes, but" rolls? [/QUOTE]
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