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<blockquote data-quote="kenada" data-source="post: 9347355" data-attributes="member: 70468"><p>In our case, it was more that they were used to situations the rules covered being foiled by adjudication. When <a href="https://www.enworld.org/threads/commentary-thread-for-that-%E2%80%9Cdescribe-your-game-in-five-words%E2%80%9D-thread.682741/post-8712297" target="_blank">Deirdre used food to lure a bulette away from their settlement</a>, she knew if she got a success that she would do it and not suffer some “well, actually” consequence. When <a href="https://www.enworld.org/threads/commentary-thread-for-that-%E2%80%9Cdescribe-your-game-in-five-words%E2%80%9D-thread.682741/post-8955689" target="_blank">everyone worked together to trick a dragon into eating a corpse they’d poisoned</a>, they could count on success meaning success.</p><p></p><p>My players actually joked about how they expected the dragon not to eat the corpse for some reason. That’s a tactic that can be foiled (even accidentally) by a well-meaning substitution of logic or other idea for what should happen: it’s a dream dragon, so it only feeds on dreams, or it thinks the corpse is suspicious, or there’s something else that translates into not honoring their intent. Nope, success means success, and that dragon is dead now.</p><p></p><p>If I’m understanding your point correctly, the purpose for having all these rules is to provide something like an objective reality, so that not only can players know they can engage in horseback chases or mountainside carriage assaults, they’ll going to have a robust mechanism for doing it. I want that robustness without a large volume of rules, which is why I’m working on a robust conflict resolution process. So far, it’s been going well.</p></blockquote><p></p>
[QUOTE="kenada, post: 9347355, member: 70468"] In our case, it was more that they were used to situations the rules covered being foiled by adjudication. When [URL='https://www.enworld.org/threads/commentary-thread-for-that-%E2%80%9Cdescribe-your-game-in-five-words%E2%80%9D-thread.682741/post-8712297']Deirdre used food to lure a bulette away from their settlement[/URL], she knew if she got a success that she would do it and not suffer some “well, actually” consequence. When [URL='https://www.enworld.org/threads/commentary-thread-for-that-%E2%80%9Cdescribe-your-game-in-five-words%E2%80%9D-thread.682741/post-8955689']everyone worked together to trick a dragon into eating a corpse they’d poisoned[/URL], they could count on success meaning success. My players actually joked about how they expected the dragon not to eat the corpse for some reason. That’s a tactic that can be foiled (even accidentally) by a well-meaning substitution of logic or other idea for what should happen: it’s a dream dragon, so it only feeds on dreams, or it thinks the corpse is suspicious, or there’s something else that translates into not honoring their intent. Nope, success means success, and that dragon is dead now. If I’m understanding your point correctly, the purpose for having all these rules is to provide something like an objective reality, so that not only can players know they can engage in horseback chases or mountainside carriage assaults, they’ll going to have a robust mechanism for doing it. I want that robustness without a large volume of rules, which is why I’m working on a robust conflict resolution process. So far, it’s been going well. [/QUOTE]
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