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Rant: Why must thing always be obvious in D&D?
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<blockquote data-quote="Numion" data-source="post: 3651403" data-attributes="member: 124"><p>Wasn't there a trick in a RL religion that was persecuted almost 2000 years ago that followers identified each other by scribbling something on sand with their foot when talking? </p><p></p><p>Just sayin if above is true (my memory is hazy), identifying likeminded people discreetly wouldn't even require NASA-stunts.</p><p></p><p>If the DM just didn't want to play out the search, a gather information roll with a bonus for looking for your own flock would be just perfect. As a DM I would rp it instead of rolling, though, to point out that there are inherent dangers to belonging in what is basicly an evil cult bent on destruction.</p><p></p><p>As for saying "There's no temple here, or the next city for that matter, it's my campaign world", that is certainly within the DMs rights. But why do it? It would bring enjoyment to the player, create RP opportunities, adventuring opportunities, moral dilemmas, etc..</p><p></p><p>Try the following DMing philosophy sometime: "Instead of thinking about ways to say no, try to think about ways to say yes!" ..and keep in mind that finding the cult and joining it can easily create more problems than benefits to the PC later on, so it's not going to break the game.</p></blockquote><p></p>
[QUOTE="Numion, post: 3651403, member: 124"] Wasn't there a trick in a RL religion that was persecuted almost 2000 years ago that followers identified each other by scribbling something on sand with their foot when talking? Just sayin if above is true (my memory is hazy), identifying likeminded people discreetly wouldn't even require NASA-stunts. If the DM just didn't want to play out the search, a gather information roll with a bonus for looking for your own flock would be just perfect. As a DM I would rp it instead of rolling, though, to point out that there are inherent dangers to belonging in what is basicly an evil cult bent on destruction. As for saying "There's no temple here, or the next city for that matter, it's my campaign world", that is certainly within the DMs rights. But why do it? It would bring enjoyment to the player, create RP opportunities, adventuring opportunities, moral dilemmas, etc.. Try the following DMing philosophy sometime: "Instead of thinking about ways to say no, try to think about ways to say yes!" ..and keep in mind that finding the cult and joining it can easily create more problems than benefits to the PC later on, so it's not going to break the game. [/QUOTE]
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Rant: Why must thing always be obvious in D&D?
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