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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Faolyn" data-source="post: 9678927" data-attributes="member: 6915329"><p>And in every other situation? Or do your players <em>only </em>go to places that haven't been disturbed in ages. </p><p></p><p></p><p>Not in every game it isn't. You can get some very interesting results if the players are "allowed" to weigh in.</p><p></p><p></p><p>Which you're not actually playing in. I don't think anyone signs up for a fantasy game looking to emulate every aspect of the real world. </p><p></p><p></p><p>You're missing the point. The players are doing something they consider interesting, whether its raiding a dungeon or opening a shop. </p><p></p><p>Having it possibly fail because of things outside their ability to influence, like fluctuations in the economy or a distant war cutting off their supplies, would be boring, and quite frankly a jerk move because as the GM you control those things. Having it fail because of things they can at least attempt to influence--an evil competitor who is using underhanded means to destroy them, monster attacks, a curse on the land--that's interesting. </p><p></p><p>That's the same as having progress stop because the players can't get past a point that you, the GM, are controlling, by setting difficulties or penalties to rolls or whatever your system uses, or because you think the players should be smart enough to think of going about it a particular way. If they're going to fail at it, it should be in an interesting way that they can at least attempt to influence, not just GM fiat.</p><p></p><p>Because this is a game, their lives should be interesting. Maybe they aren't going to be making changes to the world at large, but they <em>are </em>making changes in their immediate lives. </p><p></p><p></p><p>That has nothing to do with the individual's own story. Unless the point of the game is that the players are nothing but powerless pawns who can't even control their own lives--and I can't imagine how that's even remotely fun.</p><p></p><p></p><p>In your games. Maybe in a lot of games, but at my table, unless they're running in an "official" world (the Realms, Ravenloft, etc.), a new setting is made for each new game.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9678927, member: 6915329"] And in every other situation? Or do your players [I]only [/I]go to places that haven't been disturbed in ages. Not in every game it isn't. You can get some very interesting results if the players are "allowed" to weigh in. Which you're not actually playing in. I don't think anyone signs up for a fantasy game looking to emulate every aspect of the real world. You're missing the point. The players are doing something they consider interesting, whether its raiding a dungeon or opening a shop. Having it possibly fail because of things outside their ability to influence, like fluctuations in the economy or a distant war cutting off their supplies, would be boring, and quite frankly a jerk move because as the GM you control those things. Having it fail because of things they can at least attempt to influence--an evil competitor who is using underhanded means to destroy them, monster attacks, a curse on the land--that's interesting. That's the same as having progress stop because the players can't get past a point that you, the GM, are controlling, by setting difficulties or penalties to rolls or whatever your system uses, or because you think the players should be smart enough to think of going about it a particular way. If they're going to fail at it, it should be in an interesting way that they can at least attempt to influence, not just GM fiat. Because this is a game, their lives should be interesting. Maybe they aren't going to be making changes to the world at large, but they [I]are [/I]making changes in their immediate lives. That has nothing to do with the individual's own story. Unless the point of the game is that the players are nothing but powerless pawns who can't even control their own lives--and I can't imagine how that's even remotely fun. In your games. Maybe in a lot of games, but at my table, unless they're running in an "official" world (the Realms, Ravenloft, etc.), a new setting is made for each new game. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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