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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="hawkeyefan" data-source="post: 8010119" data-attributes="member: 6785785"><p>No, as Campbell has pointed out....I'm not asking for the fictional justification of having the knight there. I am asking why the DM has decided to place that NPC in that location. This is something the DM has chosen to do, and he should be aware of what that choice means.</p><p></p><p>Is it to discourage the front gate as being a viable option? If so, then we're touching on what I'm talking about. If this is done as a challenge to the PCs, to make them think of another route into the castle, that's not a problem. If this is to act as a block, and then one by one the PCs find blocks for every other route they try until lo and behold they have to enter the sewers as their only option.....then it's a problem. </p><p></p><p></p><p></p><p></p><p></p><p>If you say so. Personally, I'd probably help them winnow that list down from 10 a bit by sharing what their characters would be reasonably able to learn or intuit about the situations. </p><p></p><p>I'm not interested in watching the players chase a bunch of false leads when we play. I'd prefer to get to the good stuff.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8010119, member: 6785785"] No, as Campbell has pointed out....I'm not asking for the fictional justification of having the knight there. I am asking why the DM has decided to place that NPC in that location. This is something the DM has chosen to do, and he should be aware of what that choice means. Is it to discourage the front gate as being a viable option? If so, then we're touching on what I'm talking about. If this is done as a challenge to the PCs, to make them think of another route into the castle, that's not a problem. If this is to act as a block, and then one by one the PCs find blocks for every other route they try until lo and behold they have to enter the sewers as their only option.....then it's a problem. If you say so. Personally, I'd probably help them winnow that list down from 10 a bit by sharing what their characters would be reasonably able to learn or intuit about the situations. I'm not interested in watching the players chase a bunch of false leads when we play. I'd prefer to get to the good stuff. [/QUOTE]
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