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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Faolyn" data-source="post: 9694903" data-attributes="member: 6915329"><p>Maybe you're doing a really bad job of explaining the difference. So far, all you've said is "it's different!" and "Hoping something happens isn't the same thing as making it happen!" even though your example shows exactly that. </p><p></p><p></p><p>This is completely unnecessary and highly obnoxious pedantry and you know it. </p><p></p><p>The player, acting as the PC, wanted the runes would mean something specific. The player then rolled the dice. Turns out the runes meant what they wanted them to be. </p><p></p><p></p><p>So how many hits does it take until they're no longer strange?</p><p></p><p>You've played D&D, and you understand English, so you know how a track/countdown like hit points are different from adjectives like strange. </p><p></p><p>Also, you've given us no reason to thing the runes are strange. There's nothing <em>particularly </em>strange about runes on a dungeon wall. You put them there to be "fun and interesting" as a GM, not so they'd seem out of place--because as you say below, the GM can't decide what they mean, and making them strange is giving them an in-game meaning. </p><p></p><p></p><p>Actually, it could very well be much less likely. People tend to put exit signs near exits. Was there an exit right there? </p><p></p><p></p><p>No, because in RPGs, GMs nearly always have the job of describing the world, which would include knowing what the runes mean. A decision would therefore only be silly if it were something that made no sense, like the guacamole recipe. Or an exit sign not near an exit.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9694903, member: 6915329"] Maybe you're doing a really bad job of explaining the difference. So far, all you've said is "it's different!" and "Hoping something happens isn't the same thing as making it happen!" even though your example shows exactly that. This is completely unnecessary and highly obnoxious pedantry and you know it. The player, acting as the PC, wanted the runes would mean something specific. The player then rolled the dice. Turns out the runes meant what they wanted them to be. So how many hits does it take until they're no longer strange? You've played D&D, and you understand English, so you know how a track/countdown like hit points are different from adjectives like strange. Also, you've given us no reason to thing the runes are strange. There's nothing [I]particularly [/I]strange about runes on a dungeon wall. You put them there to be "fun and interesting" as a GM, not so they'd seem out of place--because as you say below, the GM can't decide what they mean, and making them strange is giving them an in-game meaning. Actually, it could very well be much less likely. People tend to put exit signs near exits. Was there an exit right there? No, because in RPGs, GMs nearly always have the job of describing the world, which would include knowing what the runes mean. A decision would therefore only be silly if it were something that made no sense, like the guacamole recipe. Or an exit sign not near an exit. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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