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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="hawkeyefan" data-source="post: 8005761" data-attributes="member: 6785785"><p>That's a fair point. I suppose I should be clearer. </p><p></p><p>My primary goal of play is for everyone to have as much fun as possible. So anything that happens in play is always happening with that goal in mind. Beyond that, though, I'm not as concerned about consequences for the players as I am for the characters. So in this situation, the characters have attempted something very dangerous and with potentially serious consequences. I don't look at it as a way of teaching the players a lesson and so on. Things happen to the characters, not the players. </p><p></p><p>Yes, players will have feelings about what happens, but even if something negative like PC death were to happen, and that made the player sad, that's a response to the fiction, not the goal of the fiction. Hopefully, the player is engaged and is sad the same way a reader or viewer might get sad reading or watching a story where a character dies.</p><p></p><p></p><p></p><p>Yeah, I agree....or I agree that there should be. Sometimes a game dos fall apart....but as the blogpost that [USER=16586]@Campbell[/USER] shared, the fiction itself can't be ruined. I agree with that. There is always a way forward in the fiction, but the actual game can fall apart if participants are not engaged, or have otherwise lost interest, or if their goals of play are so radically different that there's no finding common ground. But none of that is specifically a problem with the fiction.</p><p></p><p></p><p></p><p>I think it really depends on the comparative level of the PCs and the NPCs. We don't know what level the PCs in the OP were, so it's hard to say for sure. If they were 3rd or lower, maybe this would be something beyond them. At about 4th level, I think that stops being the case, and at 5th or above it's pretty much a moot point.</p><p></p><p></p><p></p><p></p><p>I try to give them such cues in whatever way it makes sense in the fiction, but I lean more toward generous sharing. I tend to think PCs should be competent folks, and I think that my ability to fully portray the fictional world is limited when compared to a person's actual ability to perceive their world.....so I'll give them pretty clear cues so that they can make meaningful choices. I do agree that the less they try to learn or look into things, the less I'll give, but I am guessing I'm more generous on average than you would be in the same situation.</p><p></p><p></p><p></p><p>Not really. A "glaring inconsistency" is only as much of an issue as you make it. You can literally hand wave the inconsistency away. You don't like to do that, and that's fine....it's your preference, and that's fine. Others won't care as much, even if their campaign is longer. </p><p></p><p>My 5e campaign is actually a continuation of the campaign my players and I had as kids, along with some other unfinished campaigns we've had over the years. So it's pretty long term in that regard. However, if I have a player who wants to do something cool that they're interested in, and it might conflict with some detail from back in the day, I'm not going to worry about it. The fiction can be changed, the conflict can be explained, and so on. </p><p></p><p></p><p></p><p>So a DM should be as neutral as dice.....but you don't think that dice would actually help him achieve that?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8005761, member: 6785785"] That's a fair point. I suppose I should be clearer. My primary goal of play is for everyone to have as much fun as possible. So anything that happens in play is always happening with that goal in mind. Beyond that, though, I'm not as concerned about consequences for the players as I am for the characters. So in this situation, the characters have attempted something very dangerous and with potentially serious consequences. I don't look at it as a way of teaching the players a lesson and so on. Things happen to the characters, not the players. Yes, players will have feelings about what happens, but even if something negative like PC death were to happen, and that made the player sad, that's a response to the fiction, not the goal of the fiction. Hopefully, the player is engaged and is sad the same way a reader or viewer might get sad reading or watching a story where a character dies. Yeah, I agree....or I agree that there should be. Sometimes a game dos fall apart....but as the blogpost that [USER=16586]@Campbell[/USER] shared, the fiction itself can't be ruined. I agree with that. There is always a way forward in the fiction, but the actual game can fall apart if participants are not engaged, or have otherwise lost interest, or if their goals of play are so radically different that there's no finding common ground. But none of that is specifically a problem with the fiction. I think it really depends on the comparative level of the PCs and the NPCs. We don't know what level the PCs in the OP were, so it's hard to say for sure. If they were 3rd or lower, maybe this would be something beyond them. At about 4th level, I think that stops being the case, and at 5th or above it's pretty much a moot point. I try to give them such cues in whatever way it makes sense in the fiction, but I lean more toward generous sharing. I tend to think PCs should be competent folks, and I think that my ability to fully portray the fictional world is limited when compared to a person's actual ability to perceive their world.....so I'll give them pretty clear cues so that they can make meaningful choices. I do agree that the less they try to learn or look into things, the less I'll give, but I am guessing I'm more generous on average than you would be in the same situation. Not really. A "glaring inconsistency" is only as much of an issue as you make it. You can literally hand wave the inconsistency away. You don't like to do that, and that's fine....it's your preference, and that's fine. Others won't care as much, even if their campaign is longer. My 5e campaign is actually a continuation of the campaign my players and I had as kids, along with some other unfinished campaigns we've had over the years. So it's pretty long term in that regard. However, if I have a player who wants to do something cool that they're interested in, and it might conflict with some detail from back in the day, I'm not going to worry about it. The fiction can be changed, the conflict can be explained, and so on. So a DM should be as neutral as dice.....but you don't think that dice would actually help him achieve that? [/QUOTE]
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