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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Fenris-77" data-source="post: 8010608" data-attributes="member: 6993955"><p>[USER=42582]@pemerton[/USER] - I'd disagree that maps have to equal a railroad. There are a million details that players could add to or 'discover' on a pre-drawn map. It's still more about adjudication that design. That's probably an aside though. The real difference here is in our views of what playing D&D actually means.</p><p></p><p>Your idea of what it means to play D&D really isn't the same as mine. I don't think a player in one of my games has said anything akin to 'we walk 60' down the corridor' since I was a much younger man. My dungeon maps tend to look like flow charts, not architect's drawings, and my NPCs are most often a list of character traits and maybe a link or two to what's going on. Your characterization of skilled/OSR play doesn't really do justice to the way a lot of people play, not just me. What happens to your argument when none of your comments about D&D apply to the D&D I run and play? I'm not sure. The D&D I run is perfectly well suited to run the Burgomeister encounter for example.</p><p></p><p>I think you're trying to say I can't have notes and maps and still adjudicate the game as a more <em>play to find out what happens</em> kind of thing. However, I can, and do, exactly that. Perhaps you were just speaking generally? Anyway, my point was that the difference between me, and another example DM, one who slides closer to a railroad-y game, tends to be far more a reflection of how they run the game at the table than how they plan it beforehand. I find it interesting that in order to contradict that statement you needed to badly mischaracterize how I run a game. I'm not accusing you of any malfeasance here btw, I just find the gap in our PoV very illuminating.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8010608, member: 6993955"] [USER=42582]@pemerton[/USER] - I'd disagree that maps have to equal a railroad. There are a million details that players could add to or 'discover' on a pre-drawn map. It's still more about adjudication that design. That's probably an aside though. The real difference here is in our views of what playing D&D actually means. Your idea of what it means to play D&D really isn't the same as mine. I don't think a player in one of my games has said anything akin to 'we walk 60' down the corridor' since I was a much younger man. My dungeon maps tend to look like flow charts, not architect's drawings, and my NPCs are most often a list of character traits and maybe a link or two to what's going on. Your characterization of skilled/OSR play doesn't really do justice to the way a lot of people play, not just me. What happens to your argument when none of your comments about D&D apply to the D&D I run and play? I'm not sure. The D&D I run is perfectly well suited to run the Burgomeister encounter for example. I think you're trying to say I can't have notes and maps and still adjudicate the game as a more [I]play to find out what happens[/I] kind of thing. However, I can, and do, exactly that. Perhaps you were just speaking generally? Anyway, my point was that the difference between me, and another example DM, one who slides closer to a railroad-y game, tends to be far more a reflection of how they run the game at the table than how they plan it beforehand. I find it interesting that in order to contradict that statement you needed to badly mischaracterize how I run a game. I'm not accusing you of any malfeasance here btw, I just find the gap in our PoV very illuminating. [/QUOTE]
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