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*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="Arilyn" data-source="post: 7908575" data-attributes="member: 6816042"><p>The flexibility of a GM is what is missing from computer and board games. I don't want adventures to fizzle out because my players get stuck. They are probably stuck because of an error I made anyway, so fixing on the fly is a good plan. And sometimes, half way through an adventure, it might hit me that the story we are creating would be so much cooler if X happens rather than Y, and I'll adjust. If I'd been thinking clearer I'd have realized this two days ago while prepping, but I didn't, and I am not going to let my weaker idea stand just because the session has already started.</p><p></p><p>And the idea that players are going to somehow figure this out? How? I'm usually altering to improve things or fix logic errors. What is possibly going to make players think that I originally intended the gardener to have the clue and not the stable boy? The players can still fail, reach the wrong conclusion, get in over their heads, but they are not going to be hitting dead ends and wandering off to do something else, because they have run out of options. That's boring. I'm also not going to let a TPK occur because I goofed on the number of deadly encounters in the tomb. I put the encounters there, I can take them out.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7908575, member: 6816042"] The flexibility of a GM is what is missing from computer and board games. I don't want adventures to fizzle out because my players get stuck. They are probably stuck because of an error I made anyway, so fixing on the fly is a good plan. And sometimes, half way through an adventure, it might hit me that the story we are creating would be so much cooler if X happens rather than Y, and I'll adjust. If I'd been thinking clearer I'd have realized this two days ago while prepping, but I didn't, and I am not going to let my weaker idea stand just because the session has already started. And the idea that players are going to somehow figure this out? How? I'm usually altering to improve things or fix logic errors. What is possibly going to make players think that I originally intended the gardener to have the clue and not the stable boy? The players can still fail, reach the wrong conclusion, get in over their heads, but they are not going to be hitting dead ends and wandering off to do something else, because they have run out of options. That's boring. I'm also not going to let a TPK occur because I goofed on the number of deadly encounters in the tomb. I put the encounters there, I can take them out. [/QUOTE]
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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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