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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="dave2008" data-source="post: 7907837" data-attributes="member: 83242"><p>a few items to consider:</p><ol> <li data-xf-list-type="ol">DMG pg 4: ...<em>the DM helps..., improvising when the adventurers do something or go somewhere unexpected.</em></li> <li data-xf-list-type="ol">DMG pg 4: ..., <em>the DM interprets the rules and decides when to abide by them and when to change them.</em></li> <li data-xf-list-type="ol">DMG pg 4: <em>You can also lean on other players to help with rules mastery or world-building.</em></li> <li data-xf-list-type="ol">DMG pg 6: ...<em>making sure an encounter advances the story in some way...making their characters' actions help steer future events</em></li> <li data-xf-list-type="ol">DMG pg 34: <em>Feel free to change or ignore rules to fit the player's roleplaying needs, using the advice presented in part 3 of this book.</em></li> <li data-xf-list-type="ol">DMG pg 106: <em>Sometimes the destination is more important than the journey. If the purpose of a wilderness trek is to get the characters to where the real adventure happens, gloss over the wilderness trek without checking for encounters along the way.</em></li> <li data-xf-list-type="ol">DMG pg 133: <strong><em>The placement of treasure is left to your discretion</em></strong><em>. The key is to make sure the players feel rewarded for playing,...</em></li> <li data-xf-list-type="ol">DMG pg 236: ...<em>the DM decides whether an action or a plan succeeds or fails based on how well the players make their case, how thorough or creative they are, or other factors.</em></li> <li data-xf-list-type="ol">DMG pg 237: <em>Remember that dice don't run your game - you do. Dice are like rules. They're tools to help keep the action moving. At any time, you can decide that a player's action is automatically successful.</em></li> <li data-xf-list-type="ol">DMG pg 239: <em>If such results bother you, consider allowing automatic success on certain checks.</em></li> <li data-xf-list-type="ol">DMG pg 247: <em>Whether you choose to secretive or not is up to you.</em></li> <li data-xf-list-type="ol">DMG pg 248: <em>Don't ever feel as though you need to reveal exact hit points, but...</em></li> <li data-xf-list-type="ol">DMG pg 260: <em>As an alternative, give absent characters the same XP that the other characters earned each session.</em></li> </ol><p>Not to mention all the random tables to make wildernesses, dungeons, villains, and encounters. All of which can be used to make things on the fly. Which certainly suggest everything need not be located from the get go. The whole section on inspiration is metagamey as his the hero point option.</p><p></p><p>PS. I just skimmed the whole DMG and the only "rules" on metagaming I see are on pg 235. It says to discourage it, but it does not say to ban it as you claimed. The burden of proof is now on you a it seems you are the one making extraordinary claims.</p></blockquote><p></p>
[QUOTE="dave2008, post: 7907837, member: 83242"] a few items to consider: [LIST=1] [*]DMG pg 4: ...[I]the DM helps..., improvising when the adventurers do something or go somewhere unexpected.[/I] [*]DMG pg 4: ..., [I]the DM interprets the rules and decides when to abide by them and when to change them.[/I] [*]DMG pg 4: [I]You can also lean on other players to help with rules mastery or world-building.[/I] [*]DMG pg 6: ...[I]making sure an encounter advances the story in some way...making their characters' actions help steer future events[/I] [*]DMG pg 34: [I]Feel free to change or ignore rules to fit the player's roleplaying needs, using the advice presented in part 3 of this book.[/I] [*]DMG pg 106: [I]Sometimes the destination is more important than the journey. If the purpose of a wilderness trek is to get the characters to where the real adventure happens, gloss over the wilderness trek without checking for encounters along the way.[/I] [*]DMG pg 133: [B][I]The placement of treasure is left to your discretion[/I][/B][I]. The key is to make sure the players feel rewarded for playing,...[/I] [*]DMG pg 236: ...[I]the DM decides whether an action or a plan succeeds or fails based on how well the players make their case, how thorough or creative they are, or other factors.[/I] [*]DMG pg 237: [I]Remember that dice don't run your game - you do. Dice are like rules. They're tools to help keep the action moving. At any time, you can decide that a player's action is automatically successful.[/I] [*]DMG pg 239: [I]If such results bother you, consider allowing automatic success on certain checks.[/I] [*]DMG pg 247: [I]Whether you choose to secretive or not is up to you.[/I] [*]DMG pg 248: [I]Don't ever feel as though you need to reveal exact hit points, but...[/I] [*]DMG pg 260: [I]As an alternative, give absent characters the same XP that the other characters earned each session.[/I] [/LIST] Not to mention all the random tables to make wildernesses, dungeons, villains, and encounters. All of which can be used to make things on the fly. Which certainly suggest everything need not be located from the get go. The whole section on inspiration is metagamey as his the hero point option. PS. I just skimmed the whole DMG and the only "rules" on metagaming I see are on pg 235. It says to discourage it, but it does not say to ban it as you claimed. The burden of proof is now on you a it seems you are the one making extraordinary claims. [/QUOTE]
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