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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="hawkeyefan" data-source="post: 8021430" data-attributes="member: 6785785"><p>This is something I still struggle with at times with 5E D&D. I tend to work pretty loosely in prep, and I try to craft situations that appeal to my players and their characters, and then let them engage with them how they want.</p><p></p><p>But....I also tend to ponder things in between sessions. I tend to mentally flesh out a villain, or some potential element....and then they become more than mere props for my players to interact with. </p><p></p><p>And I think that can be problematic. Not that the NPC or location or whatever has more depth as a result...that’s likely a good thing. But that this element has now become more important to me as a DM than it may be to my players. </p><p></p><p>This is why I advocated for “holding on loosely” as a GM earlier in the thread. It’s something I have to keep in mind and actively work at. I think the wannabe writer in me just tries to take over, and that’s not necessarily a good thing for an interactive game.</p><p></p><p>I used to be very bad at this. Especially with enemies of the PCs. I learned early on that recurring villains can be very engaging for players. And then I think that every single antagonist I’d introduce would somehow get away and show up later. I mean, this can be great sometimes....but all the time? Ugh.</p><p></p><p>I’ve gotten much better with it. I’ve changed up my approach to DMing a lot since 5E came along. I’ve also GMed several other games that work differently, and that’s only reinforced what I expected was a weak point for me, and shown me other ways to manage it. </p><p></p><p>That idea that you had when you crafted the game....that can be a powerful draw, and can be tough to let go. But you have to be ready to do that if that’s the way it goes.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8021430, member: 6785785"] This is something I still struggle with at times with 5E D&D. I tend to work pretty loosely in prep, and I try to craft situations that appeal to my players and their characters, and then let them engage with them how they want. But....I also tend to ponder things in between sessions. I tend to mentally flesh out a villain, or some potential element....and then they become more than mere props for my players to interact with. And I think that can be problematic. Not that the NPC or location or whatever has more depth as a result...that’s likely a good thing. But that this element has now become more important to me as a DM than it may be to my players. This is why I advocated for “holding on loosely” as a GM earlier in the thread. It’s something I have to keep in mind and actively work at. I think the wannabe writer in me just tries to take over, and that’s not necessarily a good thing for an interactive game. I used to be very bad at this. Especially with enemies of the PCs. I learned early on that recurring villains can be very engaging for players. And then I think that every single antagonist I’d introduce would somehow get away and show up later. I mean, this can be great sometimes....but all the time? Ugh. I’ve gotten much better with it. I’ve changed up my approach to DMing a lot since 5E came along. I’ve also GMed several other games that work differently, and that’s only reinforced what I expected was a weak point for me, and shown me other ways to manage it. That idea that you had when you crafted the game....that can be a powerful draw, and can be tough to let go. But you have to be ready to do that if that’s the way it goes. [/QUOTE]
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