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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="billd91" data-source="post: 8003875" data-attributes="member: 3400"><p>You're kind of missing an important point. The mad tyrant is fairly well-defined in the source material - well defined, enough, that believing that he'd laugh off the PC's insult is out of the picture. He's also well-defined enough that it's pretty easy for the PCs to learn what to expect when they enter into any kind of negotiation with him and avoid really stupid decisions (which, of course, one player pretty much blew off - apparently when he got bored). Even if you were to put together a random set of reactions for him to have, it should still be constrained within options reasonable to him and not unreasonable. That kind of precludes "any number of reactions" being supported - some of them would just be unreasonably unpredictable from the standpoint of a player trying to actually do a good job and interacting with the environment around them in a constructive manner.</p><p></p><p>I mean, sure, you could have the dice determine literally any number of reactions. But the style and genre kind of should be considered here. This is a Ravenloft adventure - gothic and dark, horrifying and menacing, with innocent people to try to protect, villains to destroy, and horrors to escape. It's not Toon where anything could happen, the more absurd the better. </p><p></p><p>What's an attentive and thoughtful player supposed to do when their research or gathered information about a situation reacts significantly contrary to their information because the DM rolled something unexpected? What's the point of doing the research and preparing?</p></blockquote><p></p>
[QUOTE="billd91, post: 8003875, member: 3400"] You're kind of missing an important point. The mad tyrant is fairly well-defined in the source material - well defined, enough, that believing that he'd laugh off the PC's insult is out of the picture. He's also well-defined enough that it's pretty easy for the PCs to learn what to expect when they enter into any kind of negotiation with him and avoid really stupid decisions (which, of course, one player pretty much blew off - apparently when he got bored). Even if you were to put together a random set of reactions for him to have, it should still be constrained within options reasonable to him and not unreasonable. That kind of precludes "any number of reactions" being supported - some of them would just be unreasonably unpredictable from the standpoint of a player trying to actually do a good job and interacting with the environment around them in a constructive manner. I mean, sure, you could have the dice determine literally any number of reactions. But the style and genre kind of should be considered here. This is a Ravenloft adventure - gothic and dark, horrifying and menacing, with innocent people to try to protect, villains to destroy, and horrors to escape. It's not Toon where anything could happen, the more absurd the better. What's an attentive and thoughtful player supposed to do when their research or gathered information about a situation reacts significantly contrary to their information because the DM rolled something unexpected? What's the point of doing the research and preparing? [/QUOTE]
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