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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Scott Christian" data-source="post: 8010035" data-attributes="member: 6901101"><p>Not exactly. They are pivotal because of the <em>players' </em>choices. They are the ones that made them important. Outside of the first session to introduce the conflict, it's the players that determine the course. But, eventually they need to meet important people or face important bad guys. In my example, maybe it's not the Captain of the guards that hires them, but the thieves' guild leader or someone in a royal court or one of the missing guards' spouses. </p><p></p><p>I mean, adventures have literal "hooks" written in them so players follow a storyline (D&D). If you want to discuss other games, then all is great. If you want to play a game where your tenth level fighter wants to grow tomatoes, peppers, onion and garlic to be a salsa king, great. But in my experience most D&D games are not like that. They try to tell a heroic/tragic story that revolves around evil/good, monsters/magic, alliances/enemies. </p><p></p><p>So you are partially right, pivotal people, places, etc. <em>do</em> have to take place. But not all of them. And not in any order. That is why it takes a boatload of prep-work to create a cohesive and fluid story - because you have characters that don't follow the script. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> But that same thing also makes it fun!</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8010035, member: 6901101"] Not exactly. They are pivotal because of the [I]players' [/I]choices. They are the ones that made them important. Outside of the first session to introduce the conflict, it's the players that determine the course. But, eventually they need to meet important people or face important bad guys. In my example, maybe it's not the Captain of the guards that hires them, but the thieves' guild leader or someone in a royal court or one of the missing guards' spouses. I mean, adventures have literal "hooks" written in them so players follow a storyline (D&D). If you want to discuss other games, then all is great. If you want to play a game where your tenth level fighter wants to grow tomatoes, peppers, onion and garlic to be a salsa king, great. But in my experience most D&D games are not like that. They try to tell a heroic/tragic story that revolves around evil/good, monsters/magic, alliances/enemies. So you are partially right, pivotal people, places, etc. [I]do[/I] have to take place. But not all of them. And not in any order. That is why it takes a boatload of prep-work to create a cohesive and fluid story - because you have characters that don't follow the script. ;) But that same thing also makes it fun! [/QUOTE]
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