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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="hawkeyefan" data-source="post: 8005409" data-attributes="member: 6785785"><p>Well, they generally don't make traps that work that way anymore that I'm aware of, and in my opinion that's a good thing. If I was running such a module, perhaps an older one converted to 5E, then I'd alter that to give some kind of save or check, or otherwise make it very clear that there is a very certain outcome at risk. </p><p></p><p>And I think that stance probably also explains why I don't like the idea of PCs being executed without significant chance for the players to affect the outcome through actions and rolls.</p><p></p><p></p><p></p><p></p><p>I'm not a fan of save or die, generally speaking. Especially when there's a range of possibilities available. </p><p></p><p>So I think my stance on consequences was called into question....and I think that maybe it's a matter of punishment versus consequence? Or maybe consequence for character versus player, as you and I touched on earlier. I'm not as concerned with consequence for the player.</p><p></p><p>I am all for meaningful consequence for the characters. But there are any number of consequences....degrees of potential consequences....that we could assign to the situation. I think going to imprisonment followed by execution is a bit of a case of jumping the gun, and I'd only do so if I thought it would be compelling to do so, and if I knew there were ways to continue playing. </p><p></p><p></p><p></p><p>Well, sure, a GM should play the NPCs as he thinks is appropriate, similar to PCs. But the outcomes of their actions are what we're talking about. If there's risk of failure, then rolls are needed. </p><p></p><p>I think establishing stakes is a big part of players making meaningful choices, so I agree with you there. They need to know the situation, and if they don't already, then the GM should try to display that for them in some way, barring some kind of attack on sight situation.</p><p></p><p></p><p></p><p>It's not about short or long term. It's about favoring the internal consistency of the fiction over people enjoying themselves. That's not something I want to do. Ideally, there's no need to choose, but if it comes up, then I have to prioritize the play experience.</p><p></p><p></p><p></p><p>I suppose that could be the case. I mean, if things go wrong in my game, I'm sure that I'm at least partially to blame, and I don't think that I would try and avoid blame in such a case. But I think a lot of times, it's easier for a player to accept something happening as a result of the dice than as a result of DM choice. </p><p></p><p>I suppose it depends on what you think the mechanics are for, I guess.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8005409, member: 6785785"] Well, they generally don't make traps that work that way anymore that I'm aware of, and in my opinion that's a good thing. If I was running such a module, perhaps an older one converted to 5E, then I'd alter that to give some kind of save or check, or otherwise make it very clear that there is a very certain outcome at risk. And I think that stance probably also explains why I don't like the idea of PCs being executed without significant chance for the players to affect the outcome through actions and rolls. I'm not a fan of save or die, generally speaking. Especially when there's a range of possibilities available. So I think my stance on consequences was called into question....and I think that maybe it's a matter of punishment versus consequence? Or maybe consequence for character versus player, as you and I touched on earlier. I'm not as concerned with consequence for the player. I am all for meaningful consequence for the characters. But there are any number of consequences....degrees of potential consequences....that we could assign to the situation. I think going to imprisonment followed by execution is a bit of a case of jumping the gun, and I'd only do so if I thought it would be compelling to do so, and if I knew there were ways to continue playing. Well, sure, a GM should play the NPCs as he thinks is appropriate, similar to PCs. But the outcomes of their actions are what we're talking about. If there's risk of failure, then rolls are needed. I think establishing stakes is a big part of players making meaningful choices, so I agree with you there. They need to know the situation, and if they don't already, then the GM should try to display that for them in some way, barring some kind of attack on sight situation. It's not about short or long term. It's about favoring the internal consistency of the fiction over people enjoying themselves. That's not something I want to do. Ideally, there's no need to choose, but if it comes up, then I have to prioritize the play experience. I suppose that could be the case. I mean, if things go wrong in my game, I'm sure that I'm at least partially to blame, and I don't think that I would try and avoid blame in such a case. But I think a lot of times, it's easier for a player to accept something happening as a result of the dice than as a result of DM choice. I suppose it depends on what you think the mechanics are for, I guess. [/QUOTE]
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