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General Tabletop Discussion
*TTRPGs General
Overusing Coincidence in Game-Related Stories
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<blockquote data-quote="AriochQ" data-source="post: 7757715" data-attributes="member: 6793324"><p>I find the entire concept of a "cheating DM" in this context to be humorous. I would posit the old school definition of DM made it impossible for them to 'cheat'. But that is a topic for another day. Also, the viewpoint as DM as an adversary is wrong-headed in so many ways I can't even begin to explain why.</p><p></p><p>In this context, we are discussing the DM as Storyteller, and in this role it is impossible for them to 'cheat'. As a storyteller, coincidence is a convenient mechanism to move the story along. It can be overused, so it is best not to use it willy-nilly. Excessive use is simply bad story telling, not cheating.</p><p></p><p>We do use coincidence all the time, even when running modules. It is most often the case that events begin when the PC's enter the area. That is totally unrealistic and the very definition of coincidence. For example, the guard happens to be asleep PC's arrive, allowing the PC's to sneak past without raising the alarm. If they take a short rest, and arrive an hour later, the guard still happens to be asleep. Read any published adventure and coincidental events happen throughout. It makes running the adventure simpler and makes for better story pacing. This type of coincidence tends not to bother people, since it is high probability.</p><p></p><p>Low probability coincidence should be used much more sparingly, as it interferes with the suspension of disbelief. In my experience, it should only be used for major campaign plot points.</p></blockquote><p></p>
[QUOTE="AriochQ, post: 7757715, member: 6793324"] I find the entire concept of a "cheating DM" in this context to be humorous. I would posit the old school definition of DM made it impossible for them to 'cheat'. But that is a topic for another day. Also, the viewpoint as DM as an adversary is wrong-headed in so many ways I can't even begin to explain why. In this context, we are discussing the DM as Storyteller, and in this role it is impossible for them to 'cheat'. As a storyteller, coincidence is a convenient mechanism to move the story along. It can be overused, so it is best not to use it willy-nilly. Excessive use is simply bad story telling, not cheating. We do use coincidence all the time, even when running modules. It is most often the case that events begin when the PC's enter the area. That is totally unrealistic and the very definition of coincidence. For example, the guard happens to be asleep PC's arrive, allowing the PC's to sneak past without raising the alarm. If they take a short rest, and arrive an hour later, the guard still happens to be asleep. Read any published adventure and coincidental events happen throughout. It makes running the adventure simpler and makes for better story pacing. This type of coincidence tends not to bother people, since it is high probability. Low probability coincidence should be used much more sparingly, as it interferes with the suspension of disbelief. In my experience, it should only be used for major campaign plot points. [/QUOTE]
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Overusing Coincidence in Game-Related Stories
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