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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="Arilyn" data-source="post: 7910012" data-attributes="member: 6816042"><p>I am responding to the criticism that we are giving our players a free ride, which is definitely not the case. If my players don't get frustrated and bored spinning their wheels and are happy to chew over a problem for hours, or are always happy to jump to another plot hook, no problem. But if they are disengaging from my game because it's becoming a monster slog, or really want to tangle with a particular plot hook, but are getting annoyed because they have run into a brick wall, then I am absolutely going to make sure that avenues open up, or cut down on the monsters I stuck in the dungeon. If they are feeling a rush over the challenge of too many monsters then have at it. I don't want my game to fizzle. But once again, it's about reading the players. If they enjoy the realism of just not getting anywhere sometimes, then no problem, I will let my notes crystallize. </p><p></p><p>But I honestly wonder if there are many players leaving the table feeling manipulated, because of a bit of behind the scenes sleight of hand. That is usually associated with GMs forcing choices on players, which is definitely not what we are advocating.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7910012, member: 6816042"] I am responding to the criticism that we are giving our players a free ride, which is definitely not the case. If my players don't get frustrated and bored spinning their wheels and are happy to chew over a problem for hours, or are always happy to jump to another plot hook, no problem. But if they are disengaging from my game because it's becoming a monster slog, or really want to tangle with a particular plot hook, but are getting annoyed because they have run into a brick wall, then I am absolutely going to make sure that avenues open up, or cut down on the monsters I stuck in the dungeon. If they are feeling a rush over the challenge of too many monsters then have at it. I don't want my game to fizzle. But once again, it's about reading the players. If they enjoy the realism of just not getting anywhere sometimes, then no problem, I will let my notes crystallize. But I honestly wonder if there are many players leaving the table feeling manipulated, because of a bit of behind the scenes sleight of hand. That is usually associated with GMs forcing choices on players, which is definitely not what we are advocating. [/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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