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*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Fanaelialae" data-source="post: 8007173" data-attributes="member: 53980"><p>Plenty of things in the game can be viewed as a puzzle. </p><p></p><p>A 30' gorge with your goal on the other side is a potential puzzle (how do we get to the other side of the gorge with the least risk). A puzzle isn't inherently bad, particularly in a game like D&D.</p><p></p><p>Even in the real world, one can look at social interaction as a puzzle to be solved. One guy might go up to a girl with the intent of figuring out how to get her to go on a date with him (puzzle). Another guy might just want to talk to her, and then asks her on a date when it turns out they have a lot in common. Those interactions might be indistinguishable to an outside observer. Whether puzzle or 'just talking', is really a matter of intent.</p><p></p><p>How do you think social encounters (where the goal is to get something out of the target) should be handled so as to not be a puzzle?</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8007173, member: 53980"] Plenty of things in the game can be viewed as a puzzle. A 30' gorge with your goal on the other side is a potential puzzle (how do we get to the other side of the gorge with the least risk). A puzzle isn't inherently bad, particularly in a game like D&D. Even in the real world, one can look at social interaction as a puzzle to be solved. One guy might go up to a girl with the intent of figuring out how to get her to go on a date with him (puzzle). Another guy might just want to talk to her, and then asks her on a date when it turns out they have a lot in common. Those interactions might be indistinguishable to an outside observer. Whether puzzle or 'just talking', is really a matter of intent. How do you think social encounters (where the goal is to get something out of the target) should be handled so as to not be a puzzle? [/QUOTE]
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