Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
No Good Choices
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ovinomancer" data-source="post: 8077909" data-attributes="member: 16814"><p>So, the starting situation is somewhat decent, in that it puts an immediate concern on the PCs that they have to deal with. This is the kind of thing that is great for creating the space for the play to generate a hard choice. It's reduce, though, in that there is already no solution -- no matter what the players choose, they will end in the same space: not enough water and set upon by other desperates for their bodies' water. This ends up mooting whatever hard choice the players make in the opening scene and replacing it with a meaningless choice that is a bit of illusionism.</p><p></p><p>The last choice is another of these examples. Nothing the players choose puts them here, it's a forced choice on the the players by the GM to see what they'll do -- commit horrible acts or do nothing, allowing horrible outcomes. This even presupposes that the group has a reason to care for the caravan which isn't established in the example, leaving this more of the 'what's your alignment' style questions that are a bad basis for hard choices.</p><p></p><p>Hard choices are great, but not ones that are pushed onto players by the GM (or module). Ones that originate in play, due to consequences of play, are much more rewarding and avoid many of the problems mentioned in this thread by those leery of hard choices. Too often in our hobby this kind of play is just the GM pushing what the GM thinks will be fun for the GM onto the players.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8077909, member: 16814"] So, the starting situation is somewhat decent, in that it puts an immediate concern on the PCs that they have to deal with. This is the kind of thing that is great for creating the space for the play to generate a hard choice. It's reduce, though, in that there is already no solution -- no matter what the players choose, they will end in the same space: not enough water and set upon by other desperates for their bodies' water. This ends up mooting whatever hard choice the players make in the opening scene and replacing it with a meaningless choice that is a bit of illusionism. The last choice is another of these examples. Nothing the players choose puts them here, it's a forced choice on the the players by the GM to see what they'll do -- commit horrible acts or do nothing, allowing horrible outcomes. This even presupposes that the group has a reason to care for the caravan which isn't established in the example, leaving this more of the 'what's your alignment' style questions that are a bad basis for hard choices. Hard choices are great, but not ones that are pushed onto players by the GM (or module). Ones that originate in play, due to consequences of play, are much more rewarding and avoid many of the problems mentioned in this thread by those leery of hard choices. Too often in our hobby this kind of play is just the GM pushing what the GM thinks will be fun for the GM onto the players. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
No Good Choices
Top