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General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
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<blockquote data-quote="Oofta" data-source="post: 8675884" data-attributes="member: 6801845"><p>As I said, I occasionally allow quantum gear if it makes sense. For the most part though, it's all dependent on the work they put in ahead of time in the background and investigation they do before attempting to get the McGuffin. So by the time they head to the McGuffin HQ, they should be ready. Depending on how well the investigation goes, I may tell them what they know, even giving them summary bullet points. This is especially true if the initial footwork was done the previous session.</p><p></p><p>To me preparing is half the fun, and potentially half the risk, of planning an incursion. It's also more simulationist to assume the characters don't know everything about the super secret lair. Talk to the wrong people or say the wrong thing? You may tip your hat (helmet?) and give the BBEG a heads up. You may exceed my expectations and I'll grant some other benefits I would not have otherwise. It also involves more than just equipment of course, you could gain allies or make additional enemies along the way. Planning for major events can take up an entire session.</p><p></p><p>When it comes to quantum equipment I can then think about the preparation and think about whether or not there's a reasonable chance the PC would have known to bring X. If they go into a room and you need the Holy Hand Grenade of Antioch to kill the guardian, did the PCs have any reasonable way to know they'd encounter the Rabbit of Caerbannog? <em>Could </em>they have known it if they had talked to the right person (no chance) or have there always been rumors of the fell beast that the PC could know (roll a check) or is it fairly common knowledge (automatic)? </p><p></p><p>Of course it's just a preference. Do you have the mastermind just hand you the blueprints perhaps with an explanation or do you have to find someone you can bribe to get the blueprints. It can go either way, neither is wrong.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8675884, member: 6801845"] As I said, I occasionally allow quantum gear if it makes sense. For the most part though, it's all dependent on the work they put in ahead of time in the background and investigation they do before attempting to get the McGuffin. So by the time they head to the McGuffin HQ, they should be ready. Depending on how well the investigation goes, I may tell them what they know, even giving them summary bullet points. This is especially true if the initial footwork was done the previous session. To me preparing is half the fun, and potentially half the risk, of planning an incursion. It's also more simulationist to assume the characters don't know everything about the super secret lair. Talk to the wrong people or say the wrong thing? You may tip your hat (helmet?) and give the BBEG a heads up. You may exceed my expectations and I'll grant some other benefits I would not have otherwise. It also involves more than just equipment of course, you could gain allies or make additional enemies along the way. Planning for major events can take up an entire session. When it comes to quantum equipment I can then think about the preparation and think about whether or not there's a reasonable chance the PC would have known to bring X. If they go into a room and you need the Holy Hand Grenade of Antioch to kill the guardian, did the PCs have any reasonable way to know they'd encounter the Rabbit of Caerbannog? [I]Could [/I]they have known it if they had talked to the right person (no chance) or have there always been rumors of the fell beast that the PC could know (roll a check) or is it fairly common knowledge (automatic)? Of course it's just a preference. Do you have the mastermind just hand you the blueprints perhaps with an explanation or do you have to find someone you can bribe to get the blueprints. It can go either way, neither is wrong. [/QUOTE]
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