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General Tabletop Discussion
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Realistic Consequences vs Gameplay
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<blockquote data-quote="Lanefan" data-source="post: 8011768" data-attributes="member: 29398"><p>True, in a set-the-scene sort of way; but to what level of detail is the question, and at what 'points'?</p><p></p><p>For example, let's say the PCs are heading to Bayport to find an Assassins guild known to be based there that had been hired to kill off an important person in their hometown, and had succeeded in said killing. The PCs' overall goals are twofold: one, try and find anything that can help determine who hired the guild; and two, exact some revenge on the guild by making such mess of it as they can.</p><p></p><p>Let's for convenience's sake say it's a ten-day journey by foot to Bayport and that said journey turned out (via whatever mechanics) to be uninterrupted and safe.</p><p></p><p>Now, do you frame them as generically arriving outside the town:</p><p></p><p>DM: "At about two hours before sunset on Auril 12, after an uneventful trip, you're looking down a long shallow decline at the town of Bayport about half a mile away. It's mostly cloudy, with a cool sea breeze blowing in off the busy harbour. Even from here you can see the gates are open, with considerable traffic going both ways; and while guards are present they don't seem very concerned about who or what is passing through."</p><p></p><p>Or do you assume they get into town and find an inn, and just put them there an hour later?</p><p></p><p>Or do you jump a step further and assume they've learned the guild's in Cheapside Way, and put them there either later that night or sometime the following day?</p><p></p><p>Or do you jump straight to their arrival at the Curio Shop, whenever that may be?</p><p></p><p>In order, each of these options incrementally increases table efficiency while decreasing exploration opportunities and - IMO - setting depth. (and also incrementally decreased are opportunities for the PCs to screw up as they go along)</p><p></p><p>Not directly, but they do - or should - get some input into what scenes are framed, and how often, via their attention to detail and what they decide to do.</p><p></p><p>For example, if the players state they don't do any investigating after dark due to worries the Assassins might have an advantage at night then framing the PCs into a night scene should be off the table unless the scene comes to them e.g. their inn room gets invaded.</p><p></p><p>And during their daylight investigations, do you roleplay them out or sort it by dice rolls? I'd expect to roleplay them out, and my notes would be based on that expectation - hence the short-form write-up of Cheapside Way and the longer-form write-ups (and maps) of the Wit and Wisdom and the Curio Shop (and its various hidden bits!).</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8011768, member: 29398"] True, in a set-the-scene sort of way; but to what level of detail is the question, and at what 'points'? For example, let's say the PCs are heading to Bayport to find an Assassins guild known to be based there that had been hired to kill off an important person in their hometown, and had succeeded in said killing. The PCs' overall goals are twofold: one, try and find anything that can help determine who hired the guild; and two, exact some revenge on the guild by making such mess of it as they can. Let's for convenience's sake say it's a ten-day journey by foot to Bayport and that said journey turned out (via whatever mechanics) to be uninterrupted and safe. Now, do you frame them as generically arriving outside the town: DM: "At about two hours before sunset on Auril 12, after an uneventful trip, you're looking down a long shallow decline at the town of Bayport about half a mile away. It's mostly cloudy, with a cool sea breeze blowing in off the busy harbour. Even from here you can see the gates are open, with considerable traffic going both ways; and while guards are present they don't seem very concerned about who or what is passing through." Or do you assume they get into town and find an inn, and just put them there an hour later? Or do you jump a step further and assume they've learned the guild's in Cheapside Way, and put them there either later that night or sometime the following day? Or do you jump straight to their arrival at the Curio Shop, whenever that may be? In order, each of these options incrementally increases table efficiency while decreasing exploration opportunities and - IMO - setting depth. (and also incrementally decreased are opportunities for the PCs to screw up as they go along) Not directly, but they do - or should - get some input into what scenes are framed, and how often, via their attention to detail and what they decide to do. For example, if the players state they don't do any investigating after dark due to worries the Assassins might have an advantage at night then framing the PCs into a night scene should be off the table unless the scene comes to them e.g. their inn room gets invaded. And during their daylight investigations, do you roleplay them out or sort it by dice rolls? I'd expect to roleplay them out, and my notes would be based on that expectation - hence the short-form write-up of Cheapside Way and the longer-form write-ups (and maps) of the Wit and Wisdom and the Curio Shop (and its various hidden bits!). [/QUOTE]
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