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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="hawkeyefan" data-source="post: 8010194" data-attributes="member: 6785785"><p>I think that in that case, the DM is being kind of thoughtless toward the game, no? Shouldn't at least some consideration for the game and its mechanics come into play when making these design choices? If you're not using a published setting, then there aren't things that "just make sense" because the DM is deciding all the details. He decides how many standard guards there are, how many knights, how they rotate guard duty, the number of entrances that need to be guarded, the presence of ways in that are unguarded......and so on. The entire scenario is decided by the DM. </p><p></p><p>I mean, what "makes sense" is a perfectly impenetrable castle...that's what every lord would like. However, that's rarely the case due to limits on resources. But the DM decides such limits......so if the DM decides that the gate is heavily guarded to the point that attempting an assault is suicide, but that there's a sewer entrance that's unguarded....then the DM is pushing toward the sewer as being the means of PC entry to the castle. Which may not be a bad thing, it simply is the case. </p><p></p><p>You can't say "this is only the way it is because it's what's been established in the fiction" if it's also true that "the DM is responsible for what's established in the fiction."</p><p></p><p>If no consideration is given toward how these elements will interact with the PCs, that would be very odd to me. </p><p></p><p>Likewise, if a DM is running a pre-written adventure, these kinds of factors have already been considered, but the DM should still give more thought to them and their specific group of players and the characters they're playing. </p><p></p><p>I think that's one of the lessons to learn from this thread.....if the pre-written elements don't create a satisfying scenario for the PCs, then the DM should not hesitate to make whatever changes he thinks will help improve the game.</p><p></p><p></p><p></p><p>Sure, and most of it doesn't seem to matter, ultimately.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8010194, member: 6785785"] I think that in that case, the DM is being kind of thoughtless toward the game, no? Shouldn't at least some consideration for the game and its mechanics come into play when making these design choices? If you're not using a published setting, then there aren't things that "just make sense" because the DM is deciding all the details. He decides how many standard guards there are, how many knights, how they rotate guard duty, the number of entrances that need to be guarded, the presence of ways in that are unguarded......and so on. The entire scenario is decided by the DM. I mean, what "makes sense" is a perfectly impenetrable castle...that's what every lord would like. However, that's rarely the case due to limits on resources. But the DM decides such limits......so if the DM decides that the gate is heavily guarded to the point that attempting an assault is suicide, but that there's a sewer entrance that's unguarded....then the DM is pushing toward the sewer as being the means of PC entry to the castle. Which may not be a bad thing, it simply is the case. You can't say "this is only the way it is because it's what's been established in the fiction" if it's also true that "the DM is responsible for what's established in the fiction." If no consideration is given toward how these elements will interact with the PCs, that would be very odd to me. Likewise, if a DM is running a pre-written adventure, these kinds of factors have already been considered, but the DM should still give more thought to them and their specific group of players and the characters they're playing. I think that's one of the lessons to learn from this thread.....if the pre-written elements don't create a satisfying scenario for the PCs, then the DM should not hesitate to make whatever changes he thinks will help improve the game. Sure, and most of it doesn't seem to matter, ultimately. [/QUOTE]
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