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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Ovinomancer" data-source="post: 8004325" data-attributes="member: 16814"><p>Actually, I kinda think presenting multiple bad options as decided by the GM without player choices leading into them as not really consequences that matter -- if your option is choose this consequence or that one and you didn't get a say in being in that spot to begin with, it's not much of a consequence so much as the GM fiat enforcing a situation.</p><p></p><p>Now, I get what you're aiming at, I think, which is that hard choices are okay, and I agree. I don't think the presentation of Vallaki is a reasonable hard choice, though, as there's no way through the written material that achieves any good outcome and most result in the town turning against you. And, as you say, the fact that it's written this way in the module is not a requirement for a GM to run it that way, but that expects not the usual level of customization necessary but that you will wholly rewrite something that a professional presented. That's a high hurdle. Granted, I pretty much read anything pre-written by someone else and gut it, taking only the bits I like, but I've got that experience. The point of a module is that these things are supposedly written by a professional and present a reasonable situation.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8004325, member: 16814"] Actually, I kinda think presenting multiple bad options as decided by the GM without player choices leading into them as not really consequences that matter -- if your option is choose this consequence or that one and you didn't get a say in being in that spot to begin with, it's not much of a consequence so much as the GM fiat enforcing a situation. Now, I get what you're aiming at, I think, which is that hard choices are okay, and I agree. I don't think the presentation of Vallaki is a reasonable hard choice, though, as there's no way through the written material that achieves any good outcome and most result in the town turning against you. And, as you say, the fact that it's written this way in the module is not a requirement for a GM to run it that way, but that expects not the usual level of customization necessary but that you will wholly rewrite something that a professional presented. That's a high hurdle. Granted, I pretty much read anything pre-written by someone else and gut it, taking only the bits I like, but I've got that experience. The point of a module is that these things are supposedly written by a professional and present a reasonable situation. [/QUOTE]
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