Yes. But as someone who DM's more than plays, I'm more interested in refining my technique and making my campaigns more engaging, which right now means working with whatever the players give me and responding with an appropriate and exciting challenge.Storminator said:Once the player has agreed to be part of a secretive cult, should they have to practice secrecy? Shouldn't they have to RP that out at least once before you handwave away all the secrecy? Even once? If not, why be part of a secret cult?
If a player doesn't want to skulk around or search, fine. Why make them do something they've already told you they won't enjoy Then the challenge is to come up with something that addresses both the players desires and the logic of the game environment. Make everything fit. Or, in the sage words of Tim Gunn from "Project Runway", make it work! Then, once we've mutually agreed on a set of challenges, I can try to get the player to broaden their tastes a little. I've found the most effective way to do this is to say 'yes' to them.
I could have been more constructive in these exchanges. So it goes. 'Best to you' back at you...I'm probably going to step back here, as it seems we aren't having much of a constructive discussion. Best to you Mallus.
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