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General Tabletop Discussion
*Dungeons & Dragons
Proposed rule for number of character-class-equivalent NPCs in a D&D world
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<blockquote data-quote="clearstream" data-source="post: 7155559" data-attributes="member: 71699"><p>I've run campaign worlds for <em>decades</em> and they've never broken down. So maybe we mean different things by that. What is an example of breaking down that happened in play?</p><p></p><p></p><p>I know at least one DM who likes that approach <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But isn't it ultimately what you disclose that shapes the world for players: not what you hide from them?</p><p></p><p></p><p>I've never had that happen. How does it occur? Why don't any of the other few hundred pages of rules and guidelines have that effect? I must admit that those chiming in with rules-fear, in a game with so very many rules, feel disingenuous to me. Is it that people dislike rules coming from the community? Something else? Do they fear the rule will jump into their game and bite them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p></p><p>If that is honestly your experience, then I can appreciate your fears. I've never had any of the problems you describe. It's worth considering the distinction between linear-narrative and non-linear-dynamic-narrative. The latter has rules to drive it. The hero may die in the first scene to a luck orcish arrow. Here I know some DMs will simply fiat away that arrow. That's not for me. It is the external facts about the world that bring D&D to life for me. I hope you can see what I mean?</p></blockquote><p></p>
[QUOTE="clearstream, post: 7155559, member: 71699"] I've run campaign worlds for [I]decades[/I] and they've never broken down. So maybe we mean different things by that. What is an example of breaking down that happened in play? I know at least one DM who likes that approach :) But isn't it ultimately what you disclose that shapes the world for players: not what you hide from them? I've never had that happen. How does it occur? Why don't any of the other few hundred pages of rules and guidelines have that effect? I must admit that those chiming in with rules-fear, in a game with so very many rules, feel disingenuous to me. Is it that people dislike rules coming from the community? Something else? Do they fear the rule will jump into their game and bite them :p If that is honestly your experience, then I can appreciate your fears. I've never had any of the problems you describe. It's worth considering the distinction between linear-narrative and non-linear-dynamic-narrative. The latter has rules to drive it. The hero may die in the first scene to a luck orcish arrow. Here I know some DMs will simply fiat away that arrow. That's not for me. It is the external facts about the world that bring D&D to life for me. I hope you can see what I mean? [/QUOTE]
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Proposed rule for number of character-class-equivalent NPCs in a D&D world
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