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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="Blue" data-source="post: 7895737" data-attributes="member: 20564"><p>One of my DMing maxims is nothing is true until it hits the table - in other words comes out at a session. While I usually mean this about big plot points, it's just as true about the small. There's a limited time in a session - I want it to make sure it's dense with fun.</p><p></p><p>EDIT: This is an important part of the Fail Forward school of DMing as well. If you need to find the secret door for the adventure to continue, then a failed roll doesn't mean you don't find it, it means something like you took too long searching and a patrol came out of it, surprising you. Now you've got an extra encounter, likely the foes are warned - but the adventure doesn't come to a halt.</p><p></p><p>Or if I plant hooks for a next adventure in the town the players end up in. Instead of picking a specific town and if the players didn't go there there wouldn't be hooks.</p><p></p><p>It's very easy to both respect player agency and adjust. Because the definition of agency is actions taken "especially such as to produce a particular effect". The players are not actively trying to avoid the adventure hooks - it does not invalidate their choices. Whatever reason they picked to go to that town instead of another are still in play.</p></blockquote><p></p>
[QUOTE="Blue, post: 7895737, member: 20564"] One of my DMing maxims is nothing is true until it hits the table - in other words comes out at a session. While I usually mean this about big plot points, it's just as true about the small. There's a limited time in a session - I want it to make sure it's dense with fun. EDIT: This is an important part of the Fail Forward school of DMing as well. If you need to find the secret door for the adventure to continue, then a failed roll doesn't mean you don't find it, it means something like you took too long searching and a patrol came out of it, surprising you. Now you've got an extra encounter, likely the foes are warned - but the adventure doesn't come to a halt. Or if I plant hooks for a next adventure in the town the players end up in. Instead of picking a specific town and if the players didn't go there there wouldn't be hooks. It's very easy to both respect player agency and adjust. Because the definition of agency is actions taken "especially such as to produce a particular effect". The players are not actively trying to avoid the adventure hooks - it does not invalidate their choices. Whatever reason they picked to go to that town instead of another are still in play. [/QUOTE]
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