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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Fanaelialae" data-source="post: 8007849" data-attributes="member: 53980"><p>I was responding to someone who was asking me about it. That's why.</p><p></p><p>I don't agree that just because the players rolled a good check, that the world suddenly changes to make the loyal Captain flip on his boss. Now, if the Captain is disloyal or I haven't determined his loyalty, that's one thing. But my game world doesn't necessarily change just because the players rolled well. </p><p></p><p>It doesn't matter whether the players are aware of the information or not, if it is something I've established then it's unlikely to change just because they rolled well. If I haven't established it, then it's absolutely open to a good roll like you've described. </p><p></p><p>What does this buy me? Verisimilitude - an increased sense that the world exists outside of and isn't simply being generated for the PCs. Sometimes they try an approach that won't work and bounce hard off it. I don't generally call for rolls that are impossible, so the players are aware when they fail at something that couldn't be accomplished. </p><p></p><p>I have not suggested that everything with all possible NPCs must be prepared. What I have said is that for prepared NPCs this is how I handle it. I don't change the fiction just because the players roll well. In the case where the NPC is improvised, I do handle it much as you suggest, where the uncertain fiction is open to being determined by a roll. Even then, certain thing may be impossible, like convincing the ancient red dragon to give you its hoard. It doesn't matter how well you roll, the fiction is not going to reconfigure itself to that extent.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8007849, member: 53980"] I was responding to someone who was asking me about it. That's why. I don't agree that just because the players rolled a good check, that the world suddenly changes to make the loyal Captain flip on his boss. Now, if the Captain is disloyal or I haven't determined his loyalty, that's one thing. But my game world doesn't necessarily change just because the players rolled well. It doesn't matter whether the players are aware of the information or not, if it is something I've established then it's unlikely to change just because they rolled well. If I haven't established it, then it's absolutely open to a good roll like you've described. What does this buy me? Verisimilitude - an increased sense that the world exists outside of and isn't simply being generated for the PCs. Sometimes they try an approach that won't work and bounce hard off it. I don't generally call for rolls that are impossible, so the players are aware when they fail at something that couldn't be accomplished. I have not suggested that everything with all possible NPCs must be prepared. What I have said is that for prepared NPCs this is how I handle it. I don't change the fiction just because the players roll well. In the case where the NPC is improvised, I do handle it much as you suggest, where the uncertain fiction is open to being determined by a roll. Even then, certain thing may be impossible, like convincing the ancient red dragon to give you its hoard. It doesn't matter how well you roll, the fiction is not going to reconfigure itself to that extent. [/QUOTE]
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