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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Maxperson" data-source="post: 8010205" data-attributes="member: 23751"><p>No. Thought different, sure. Thoughtless no. It depends on the kind of game the players are looking for.</p><p></p><p></p><p></p><p>Sometimes those things come into play during adventure design and sometimes not. That's why I said, "I think maybe you're looking for things that <strong>may not</strong> be present."</p><p></p><p></p><p></p><p>Exactly. In the example above they messed up on the sewer and there's the possibility that someone inside can be bribed to weaken a defense, and more.</p><p></p><p></p><p></p><p>Assaulting the gate by simply rushing into it can be suicide. Maybe they start a fire nearby and see if some or many guards can be pulled away by an emergency in the city. Maybe have the wizard launch a fireball at the gate to get attention and resources pulled that way and try a different gate while things are chaotic. Maybe...</p><p></p><p>The DMs job is to set things up and if the basic set-up has only the sewer as the easy way in, it's really up to the players whether to take that easy path or try something else that might work. It's not a railroad if the players decide not to challenge the basic set-up and take the easy path.</p><p></p><p></p><p></p><p>Why not? I fully admit that I am responsible for setting things up so that they make sense with the fiction. Seems compatible to me.</p><p></p><p></p><p></p><p>I'm not trying to be offensive, but I find that statement to be truly funny. I can count on one hand with 4 fingers and a thumb left over how many pre-written adventures I haven't had to change due to things not making sense or not being considered. They give away too much info here, too little there, don't account for X in this place, and Y in that. It's more work for me to use a pre-written adventure than it is for me to just make one up myself.</p><p></p><p></p><p></p><p>As I just noted, I learned that lesson decades ago.</p><p></p><p></p><p>I'm not sure how you came to that conclusion. I mean, do things only matter if the players come to the right conclusion? Can they never be allowed to make a wrong decision without all of their skills, knowledges and game play ceasing to matter?</p></blockquote><p></p>
[QUOTE="Maxperson, post: 8010205, member: 23751"] No. Thought different, sure. Thoughtless no. It depends on the kind of game the players are looking for. Sometimes those things come into play during adventure design and sometimes not. That's why I said, "I think maybe you're looking for things that [B]may not[/B] be present." Exactly. In the example above they messed up on the sewer and there's the possibility that someone inside can be bribed to weaken a defense, and more. Assaulting the gate by simply rushing into it can be suicide. Maybe they start a fire nearby and see if some or many guards can be pulled away by an emergency in the city. Maybe have the wizard launch a fireball at the gate to get attention and resources pulled that way and try a different gate while things are chaotic. Maybe... The DMs job is to set things up and if the basic set-up has only the sewer as the easy way in, it's really up to the players whether to take that easy path or try something else that might work. It's not a railroad if the players decide not to challenge the basic set-up and take the easy path. Why not? I fully admit that I am responsible for setting things up so that they make sense with the fiction. Seems compatible to me. I'm not trying to be offensive, but I find that statement to be truly funny. I can count on one hand with 4 fingers and a thumb left over how many pre-written adventures I haven't had to change due to things not making sense or not being considered. They give away too much info here, too little there, don't account for X in this place, and Y in that. It's more work for me to use a pre-written adventure than it is for me to just make one up myself. As I just noted, I learned that lesson decades ago. I'm not sure how you came to that conclusion. I mean, do things only matter if the players come to the right conclusion? Can they never be allowed to make a wrong decision without all of their skills, knowledges and game play ceasing to matter? [/QUOTE]
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