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"My Character Is Always..." and related topics.
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<blockquote data-quote="redrick" data-source="post: 7310888" data-attributes="member: 6777696"><p>Dude, the thing that is annoying is that you keep making these statements about "auto-play checklists" as if that is what is being done by GM's who ask players to describe their actions and intents and adjudicate actions based on that.</p><p></p><p>What I do, and what I think many DMs do, is not "an auto-play checklist." I am not a pre-programmed text adventure game with a series of conditions that lead to a series of outcomes. I am trying to imagine the game world and communicate that game world so that the players can imagine it as well. Within the context of that game world, I am trying to understand how the actions of the player characters will impact that game world, and I am trying to make sure that my understanding of it and the players' understanding of it gels.</p><p></p><p>If the player says something that I don't understand, or that clearly demonstrates that the player doesn't understand the world as described, I don't just move on and say, "Well, sucks for that player." I talk to the player. I clarify. I ask the player to clarify.</p><p></p><p>If a player says, "While we travel, I'm going to look out for ambushes," I don't, in my mind say, "Well, obvi, we know the character is doing that already. No change." I say, to the player, "Your character is generally looking out for ambushes — that's what your passive perception score is. However, if you'd like, you can choose to move at a slower pace to allow you to scout your surroundings more carefully and give you Advantage on your passive perception score for the trip. I'm also open to any other ideas you might have as to how to prepare for an ambush."</p></blockquote><p></p>
[QUOTE="redrick, post: 7310888, member: 6777696"] Dude, the thing that is annoying is that you keep making these statements about "auto-play checklists" as if that is what is being done by GM's who ask players to describe their actions and intents and adjudicate actions based on that. What I do, and what I think many DMs do, is not "an auto-play checklist." I am not a pre-programmed text adventure game with a series of conditions that lead to a series of outcomes. I am trying to imagine the game world and communicate that game world so that the players can imagine it as well. Within the context of that game world, I am trying to understand how the actions of the player characters will impact that game world, and I am trying to make sure that my understanding of it and the players' understanding of it gels. If the player says something that I don't understand, or that clearly demonstrates that the player doesn't understand the world as described, I don't just move on and say, "Well, sucks for that player." I talk to the player. I clarify. I ask the player to clarify. If a player says, "While we travel, I'm going to look out for ambushes," I don't, in my mind say, "Well, obvi, we know the character is doing that already. No change." I say, to the player, "Your character is generally looking out for ambushes — that's what your passive perception score is. However, if you'd like, you can choose to move at a slower pace to allow you to scout your surroundings more carefully and give you Advantage on your passive perception score for the trip. I'm also open to any other ideas you might have as to how to prepare for an ambush." [/QUOTE]
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