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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="robertsconley" data-source="post: 9666507" data-attributes="member: 13383"><p>I apologize for the confusion, I muddled the explanation in my earlier reply and made it seem like the magic hat example had been introduced previously. It hadn’t, so sorry for the confusion.</p><p></p><p></p><p>Yes, players don’t usually see my tables or notes normally. But the goal isn’t to disclose exact odds. Rather, I design my NPCs and how the world works to align with recognizable human behavior and genre tropes. That way, players can bring their personal judgment to bear, much like we all do in real life.</p><p></p><p>One reason I emphasize first-person roleplaying and draw on my LARP experience is to give players more intuitive tools for weighing their options. I roleplay NPCs as people who behave believably. At a higher level, my settings lean on familiar fantasy tropes (fighters, barbarians, magic-users, etc.) but create depth by making sure that individual characters have distinct personalities, motives, and contexts. Three paladins will all feel different, even if they share the same class. And I found that you can do tersely without sacrificing depth.</p><p></p><p>We navigate life just fine without knowing exact odds, and I want my players to be able to do the same in the game world. That’s one reason I use the World in Motion approach: to bring the setting to life in a way that players can engage with through observation, inference, and lived experience as their characters.</p><p></p><p></p><p>Sure, and if I’ve told my players up front that “a bag of poo” (whatever it actually is) is a possible result in this campaign and they still choose to play, is that still an issue in your view?</p></blockquote><p></p>
[QUOTE="robertsconley, post: 9666507, member: 13383"] I apologize for the confusion, I muddled the explanation in my earlier reply and made it seem like the magic hat example had been introduced previously. It hadn’t, so sorry for the confusion. Yes, players don’t usually see my tables or notes normally. But the goal isn’t to disclose exact odds. Rather, I design my NPCs and how the world works to align with recognizable human behavior and genre tropes. That way, players can bring their personal judgment to bear, much like we all do in real life. One reason I emphasize first-person roleplaying and draw on my LARP experience is to give players more intuitive tools for weighing their options. I roleplay NPCs as people who behave believably. At a higher level, my settings lean on familiar fantasy tropes (fighters, barbarians, magic-users, etc.) but create depth by making sure that individual characters have distinct personalities, motives, and contexts. Three paladins will all feel different, even if they share the same class. And I found that you can do tersely without sacrificing depth. We navigate life just fine without knowing exact odds, and I want my players to be able to do the same in the game world. That’s one reason I use the World in Motion approach: to bring the setting to life in a way that players can engage with through observation, inference, and lived experience as their characters. Sure, and if I’ve told my players up front that “a bag of poo” (whatever it actually is) is a possible result in this campaign and they still choose to play, is that still an issue in your view? [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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