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General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="uzirath" data-source="post: 7895768" data-attributes="member: 8495"><p><strong>Player hat:</strong> If it feels like the DM is changing the world willy-nilly so that things aren't consistent and there aren't any real challenges, then boo. I don't want magic amulets to fall out of every chimney my character happens to walk by. I want to be able to miss clues and smack my forehead later when I realize my mistake. I also want the game to be engaging and fun. If the adventure becomes a boring slog, then the DM sure-as-heck should make on-the-fly adjustments. My leisure hours are precious and I don't have time to count the grains of sand in the least interesting corner of the DM's precious sandbox. As a player, I will be as helpful as possible. I have plenty of character hooks. I am a team player. I'm curious about the world. I won't roll my eyes at flimsy genre assumptions. But I expect the DM to recognize when their adventure isn't working as planned and inject some fun into it. I could care less if it's what they "originally planned on." It's not part of the world until my PC sees it. So up until that point, you can burn your notes and just make it up and I don't care at all.</p><p></p><p><strong>DM hat: </strong>My primary responsibility is to facilitate a rewarding roleplaying experience for my players. As such, every session should feature tension and conflict and choices that matter. Ideally, I design things in advance so that such things happen naturally and the game flows in interesting directions (ideally, in directions that surprise me, too). Sometimes, however, I screw up and the session doesn't ignite. In that case, I try to figure out what I can do to help make something meaningful happen before our gaming time is up. Since the entire world beyond the PCs is my domain, it shouldn't be too difficult. After the game, I may need to revise my notes to account for whatever inspiration struck me at the time.</p><p></p><p>When I run one-shot dungeons (basically railroads) on the clock, I design them with this in mind. I determine which scenes are essential and which are not. If the players are efficient, they get the full map. If they lose a lot of time debating things, then they get a smaller dungeon. They still reach the climactic battle (or whatever) and go home hoping for more.</p></blockquote><p></p>
[QUOTE="uzirath, post: 7895768, member: 8495"] [B]Player hat:[/B] If it feels like the DM is changing the world willy-nilly so that things aren't consistent and there aren't any real challenges, then boo. I don't want magic amulets to fall out of every chimney my character happens to walk by. I want to be able to miss clues and smack my forehead later when I realize my mistake. I also want the game to be engaging and fun. If the adventure becomes a boring slog, then the DM sure-as-heck should make on-the-fly adjustments. My leisure hours are precious and I don't have time to count the grains of sand in the least interesting corner of the DM's precious sandbox. As a player, I will be as helpful as possible. I have plenty of character hooks. I am a team player. I'm curious about the world. I won't roll my eyes at flimsy genre assumptions. But I expect the DM to recognize when their adventure isn't working as planned and inject some fun into it. I could care less if it's what they "originally planned on." It's not part of the world until my PC sees it. So up until that point, you can burn your notes and just make it up and I don't care at all. [B]DM hat: [/B]My primary responsibility is to facilitate a rewarding roleplaying experience for my players. As such, every session should feature tension and conflict and choices that matter. Ideally, I design things in advance so that such things happen naturally and the game flows in interesting directions (ideally, in directions that surprise me, too). Sometimes, however, I screw up and the session doesn't ignite. In that case, I try to figure out what I can do to help make something meaningful happen before our gaming time is up. Since the entire world beyond the PCs is my domain, it shouldn't be too difficult. After the game, I may need to revise my notes to account for whatever inspiration struck me at the time. When I run one-shot dungeons (basically railroads) on the clock, I design them with this in mind. I determine which scenes are essential and which are not. If the players are efficient, they get the full map. If they lose a lot of time debating things, then they get a smaller dungeon. They still reach the climactic battle (or whatever) and go home hoping for more. [/QUOTE]
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