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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="FrogReaver" data-source="post: 9697571" data-attributes="member: 6795602"><p>Good! It’s a matter of opinion is a good starting point.</p><p></p><p></p><p></p><p>So? Does that justify ignoring the 2am version vs the 5pm version vs the undetermined entry time version and that those you are responding to have different opinions about those different versions and yet you know this and still insist on using what for them is an ambiguous example that has been explained as such 100x now? I really don’t get why you choose this method of rhetoric.</p><p></p><p></p><p></p><p>If it matters to you let’s work through those different scenarios.</p><p></p><p></p><p></p><p>Why are those things required for fail forward? The only requirement I can see is that failure drives play forward via complications.</p><p></p><p></p><p></p><p>So can we differentiate mechanics that are just decision making devices and those that represent something?</p><p></p><p>That seems to get close to the heart of where the differences lie for us.</p><p></p><p>I think it’s also the essence of the common ‘writers room’ criticism. Though I agree that ‘writers room’ isn’t a great way of expressing this idea.</p><p></p><p></p><p></p><p>All rolls are decision making devices. Some rolls also represent fictional activities. Wandering monster rolls do that. The roll represents the chance the party encounters wandering monsters while in this particular area.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9697571, member: 6795602"] Good! It’s a matter of opinion is a good starting point. So? Does that justify ignoring the 2am version vs the 5pm version vs the undetermined entry time version and that those you are responding to have different opinions about those different versions and yet you know this and still insist on using what for them is an ambiguous example that has been explained as such 100x now? I really don’t get why you choose this method of rhetoric. If it matters to you let’s work through those different scenarios. Why are those things required for fail forward? The only requirement I can see is that failure drives play forward via complications. So can we differentiate mechanics that are just decision making devices and those that represent something? That seems to get close to the heart of where the differences lie for us. I think it’s also the essence of the common ‘writers room’ criticism. Though I agree that ‘writers room’ isn’t a great way of expressing this idea. All rolls are decision making devices. Some rolls also represent fictional activities. Wandering monster rolls do that. The roll represents the chance the party encounters wandering monsters while in this particular area. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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