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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="hawkeyefan" data-source="post: 9648840" data-attributes="member: 6785785"><p>I think the ethos behind it is very much at odds with player-driven play. As I've said multiple times, one instance may not impact play to the point that it's an issue. The more it happens, the more of an issue it's likely to be (again, assuming player-driven play is a goal). So to me, seeing such an unconcerned attitude is surprising. </p><p></p><p>I would expect a proponent of player-driven play to be very aware of this kind of thing. </p><p></p><p></p><p></p><p>It depends. The example as provided is incomplete, so it's hard to say. This is why I've offered a few ways to handle it, depending on the circumstances. </p><p></p><p>For me, if player-driven play is a priority for me, I would have the trait of the guard be known. I'd either show the players in some way, or I'd let them know it. This is assuming the guard is not meant to be a meaningful obstacle in and of himself, but rather a step toward a more meaningful goal. I'm not going to spend a lot of time on such an interaction and just getting it to the point where it's actionable by the players. </p><p></p><p>Now, if we're talking about the resolution of a major goal... like if after the guard the PCs are speaking with the noble of the castle, and are pleading for help... then the noble's traits are much more important. I may require the players to try and suss them out. Or I may share them openly... it depends on the nature of the PC and other factors as well. The dealing with the noble seems far more central to the goal that the players have, so I would spend more time on it. </p><p></p><p>But even 5e has actual rules for that. The players can use skills to determine the NPCs Traits which will help them in negotiating with him. Most people ignore these rules, and the new version of 5e probably got rid of it altogether (I honestly don't know). But even a game that's as "hey, do what you want" as 5e has rules related to this stuff. </p><p></p><p></p><p></p><p>Such is your opinion. I have played games where the resolution of a mystery is generated in a different way than just being pre-determined by the GM, or where the resolution of the mystery is secondary to the goal of play. Playing through a GM's novice mystery novel isn't my idea of an engaging way to play, generally speaking.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9648840, member: 6785785"] I think the ethos behind it is very much at odds with player-driven play. As I've said multiple times, one instance may not impact play to the point that it's an issue. The more it happens, the more of an issue it's likely to be (again, assuming player-driven play is a goal). So to me, seeing such an unconcerned attitude is surprising. I would expect a proponent of player-driven play to be very aware of this kind of thing. It depends. The example as provided is incomplete, so it's hard to say. This is why I've offered a few ways to handle it, depending on the circumstances. For me, if player-driven play is a priority for me, I would have the trait of the guard be known. I'd either show the players in some way, or I'd let them know it. This is assuming the guard is not meant to be a meaningful obstacle in and of himself, but rather a step toward a more meaningful goal. I'm not going to spend a lot of time on such an interaction and just getting it to the point where it's actionable by the players. Now, if we're talking about the resolution of a major goal... like if after the guard the PCs are speaking with the noble of the castle, and are pleading for help... then the noble's traits are much more important. I may require the players to try and suss them out. Or I may share them openly... it depends on the nature of the PC and other factors as well. The dealing with the noble seems far more central to the goal that the players have, so I would spend more time on it. But even 5e has actual rules for that. The players can use skills to determine the NPCs Traits which will help them in negotiating with him. Most people ignore these rules, and the new version of 5e probably got rid of it altogether (I honestly don't know). But even a game that's as "hey, do what you want" as 5e has rules related to this stuff. Such is your opinion. I have played games where the resolution of a mystery is generated in a different way than just being pre-determined by the GM, or where the resolution of the mystery is secondary to the goal of play. Playing through a GM's novice mystery novel isn't my idea of an engaging way to play, generally speaking. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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