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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Fanaelialae" data-source="post: 8007723" data-attributes="member: 53980"><p>There's nothing undesirable about the players declaring actions. </p><p></p><p>What's potentially undesirable is, as you say, a lack of finality. They offend the baron, so they try to turn the Captain. The Captain won't turn so now they appeal to the guards. The guards won't budge so they try to inspire the servants in the room to revolt. If that's the style of the game, fine, but some people prefer a degree of finality. </p><p></p><p>The Captain isn't necessarily going to turn on the baron just because the PCs ask. Maybe he has a good thing going, with the baron turning a blind eye to his misdeeds and offering him wide latitude. He's not going to flip on his boss just because the PCs ask. Maybe if they give him something even better than the deal he currently has, but even then it's a possible better deal (assuming the PCs hold up their end) vs the sure thing he has now. That's a hard sell.</p><p></p><p>If the Captain is unsatisfied with his job, on the other hand, then it becomes far more likely that the PCs can turn him. Were that the case, I'd likely have some indication thereof.</p><p></p><p>If you want the PCs to have a chance at succeeding on anything they try, then go ahead. I prefer to have certain things be beyond the scope of likelihood. You're extremely unlikely to convince the ancient red dragon to give you it's hoard. If you have a good reason for it to help you and you are very convincing, it might lend you a few things from its hoard. Because, IMO, it's an ancient chromatic dragon and it doesn't just suddenly turn into Santa just because the players rolled a good persuasion check.</p><p></p><p>I don't think that players necessarily should get what they want just because they want it. The fiction of the world matters too. That not to suggest that the DM should contrive to stifle them. Just that I think it's okay for certain things to not be possible.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8007723, member: 53980"] There's nothing undesirable about the players declaring actions. What's potentially undesirable is, as you say, a lack of finality. They offend the baron, so they try to turn the Captain. The Captain won't turn so now they appeal to the guards. The guards won't budge so they try to inspire the servants in the room to revolt. If that's the style of the game, fine, but some people prefer a degree of finality. The Captain isn't necessarily going to turn on the baron just because the PCs ask. Maybe he has a good thing going, with the baron turning a blind eye to his misdeeds and offering him wide latitude. He's not going to flip on his boss just because the PCs ask. Maybe if they give him something even better than the deal he currently has, but even then it's a possible better deal (assuming the PCs hold up their end) vs the sure thing he has now. That's a hard sell. If the Captain is unsatisfied with his job, on the other hand, then it becomes far more likely that the PCs can turn him. Were that the case, I'd likely have some indication thereof. If you want the PCs to have a chance at succeeding on anything they try, then go ahead. I prefer to have certain things be beyond the scope of likelihood. You're extremely unlikely to convince the ancient red dragon to give you it's hoard. If you have a good reason for it to help you and you are very convincing, it might lend you a few things from its hoard. Because, IMO, it's an ancient chromatic dragon and it doesn't just suddenly turn into Santa just because the players rolled a good persuasion check. I don't think that players necessarily should get what they want just because they want it. The fiction of the world matters too. That not to suggest that the DM should contrive to stifle them. Just that I think it's okay for certain things to not be possible. [/QUOTE]
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