Aren't those DCs by another name?It just depends on the scenario at hand. I don't give exact DCs but I do give out "looks easy, don't roll a 1" to "might be possible but it's going to be really difficult".
Aren't those DCs by another name?It just depends on the scenario at hand. I don't give exact DCs but I do give out "looks easy, don't roll a 1" to "might be possible but it's going to be really difficult".
I disagree with this. The difference between the "Good DM" and "Bad DM" is that the Good DM will tell the players why the guard is unbribable. This may be in character where the guard says something like "I am a member of the temple guard! Our honor is beyond reproach!" or "Do you have any idea what the punishment is for a guard who takes a bribe?" Or possibly another NPC says "Don't even try bribing the guards--they don't take bribes, and they get real creative with the idiots who try." Or this may even be out of character--one of my GMs likes to tell us their reasoning behind their rulings or why they have NPCs that act in various ways.Ok, I'm Waaay behind on reading this thread (I'm currently at comment 4760 as I type this) so, this might be very out of context.
I see two pretty serious issues with this discussion that are getting ignored.
1. This is a biggie. Most players have more than 1 DM. They have played with other DM's and will play with more in the future. They are not judging the DM based entirely on that DM alone but by their experience with other people in similar situations. Meaning that advice to "trust your DM" is a much higher hill to climb for a lot of players. Law of averages says that some DM's are bad, some are average and some are good. In probably equal amounts. So a given player has been burned, and probably repeatedly, by this advice - they've trusted the DM/GM, only to have that trust broken by bad game masters. Which is going to lead to players being far less open to just "trust the DM" advice in the future.
And this leads me to my second point:
2. Good and Bad sometimes don't look very different from the perspective of the player. Because games like D&D rely on "black box" DMing, where a lot of information is withheld from the players, the events of the game can look virtually identical regardless of the quality of the DM.
Take the example of the unbribable guard. Sure, it's an old chestnut, but, it highlights what I mean quite nicely. The Bad DM makes the guard unbribable because the Bad DM wants to railroad the players into a specific path and allowing the party to bribe the guard would allow them off the rails.
THe Good DM, on the other hand, has decided beforehand that the Unbribable Guard is a member of some order, or has taken some oath or whatever reason, and has made the guard unbribable.
But, and here's the kicker, the players can't tell the difference. Good DM and Bad DM look exactly the same here. After all, the Bad DM can just as easily claim that the guard belongs to some order or has taken some vow, or whatever, and railroad the party. The Good DM isn't railroading the party. Totally not what the Good DM wants. But, from the player's perspective, there's zero difference.
In Monster of the Week, when you use Manipulate Someone on another PC, on a hit, they get XP if they decide to listen to you. On a miss, they get XP if they decide to not listen to you. (On a 12+, they have to make an Act Under Pressure roll to not do what you ask them--but they also get XP for doing it, and you have to take a particular advancement to even be able to get to use this special advanced ability in the first place).AW and DW don't use conditions at all. At most one PC can convince another to do something, but all that does is mean you will get an XP if you actually follow through, you can still ignore the other character's argument.
Trust isn't unlimited. It's just that in 40 odd years of gaming, my personal experience is that trust does not get abused or used up over elf games.
If there are any doubts, there's no secret process to clearing them up. You have a quick chat and move on. No one is interested in stopping the fun over some petty disagreement (and I would categorise any disagreements I've ever had over gaming as fairly petty. It's just not that important, certainly not enough to damage friendships over).
"Hey there. This thing you just stated doesn't make sense to me. Can you please explain why this happened?"
"Well, I figured this is how it would work based on my understanding of X".
"X doesn't work that way. Its actually more like Y".
Cue discussion that ends when one side capitulates or a compromise is reached.
Most other conversations people have that involve a disagreement IME also break down to something like this. No matter what the subject. Strangely, neither of us need an external rules framework to keep the GM in check.
Then allow me to rephrase:
No one is assuming that any and all guards can be bribed.I dont think that it makes sense that any and all guards can be bribed. It's just an odd assumption to me.
No GM will ever be perfect but it typically becomes pretty obvious when the GM is just making decisions to direct play. On the other hand if they're open about it that we're playing a linear campaign? It doesn't bother me.Ok, I'm Waaay behind on reading this thread (I'm currently at comment 4760 as I type this) so, this might be very out of context.
I see two pretty serious issues with this discussion that are getting ignored.
1. This is a biggie. Most players have more than 1 DM. They have played with other DM's and will play with more in the future. They are not judging the DM based entirely on that DM alone but by their experience with other people in similar situations. Meaning that advice to "trust your DM" is a much higher hill to climb for a lot of players. Law of averages says that some DM's are bad, some are average and some are good. In probably equal amounts. So a given player has been burned, and probably repeatedly, by this advice - they've trusted the DM/GM, only to have that trust broken by bad game masters. Which is going to lead to players being far less open to just "trust the DM" advice in the future.
And this leads me to my second point:
2. Good and Bad sometimes don't look very different from the perspective of the player. Because games like D&D rely on "black box" DMing, where a lot of information is withheld from the players, the events of the game can look virtually identical regardless of the quality of the DM.
Take the example of the unbribable guard. Sure, it's an old chestnut, but, it highlights what I mean quite nicely. The Bad DM makes the guard unbribable because the Bad DM wants to railroad the players into a specific path and allowing the party to bribe the guard would allow them off the rails.
THe Good DM, on the other hand, has decided beforehand that the Unbribable Guard is a member of some order, or has taken some oath or whatever reason, and has made the guard unbribable.
But, and here's the kicker, the players can't tell the difference. Good DM and Bad DM look exactly the same here. After all, the Bad DM can just as easily claim that the guard belongs to some order or has taken some vow, or whatever, and railroad the party. The Good DM isn't railroading the party. Totally not what the Good DM wants. But, from the player's perspective, there's zero difference.
This is why we keep arguing about this idea of the "objective" DM being a fiction. Because, in play, Good or Bad DM often look exactly the same. Even though the Good DM would absolutely recoil at being called a Bad DM and would completely reject the notion of railroading as an intent (after all, no railroading was intended at all - it was a "natural consequence" of the setting), from the player's perspective, there's simply no difference.
I dunno if you both were/are rock climbing prodigies.
But my sense is that these stories tend to show that the likelihood of falling to your death from a climb that you start on is not super-high.
So imagining a D&D character with STR 18 (+4), that is one of the strongest people around, and trained in Athletics for a +3 bonus (5th level or higher), thus with an overall +7 bonus, the likelihood should be even lower. All the situations you're describing thus look like they are DC 5 to DC 10 at the outside.
So what would a DC 15 climb look like? And would that trained person not know that they are looking at something that any normal person would not even consider attempting?
Your point?Aren't those DCs by another name?