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General Tabletop Discussion
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Renamed Thread: "The Illusion of Agency"
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<blockquote data-quote="Bill Zebub" data-source="post: 9545368" data-attributes="member: 7031982"><p>Actually, I want to poke at this a little more. I don't think an "opportunity cost" is really a cost, for the simple reason that if the DM says, "The DC will be 13, and if you fail you can't try again," why would anybody NOT try?</p><p></p><p>Where this takes me is: when players ask "Do I know something?" what will the impact be if the players get the information they want? And I think I have a few broad categories:</p><ul> <li data-xf-list-type="ul">The answer is just flavor. Give it to them.</li> <li data-xf-list-type="ul">The answer will help them in some way, but not substantially change the game state. An example might be, "Can I read these runes?" where the runes give clues to the dungeon they are in. So I'll just give it them (or to whichever character is mostly like to 'know it').</li> <li data-xf-list-type="ul">The answer would help them, but it will be more exciting and memorable if they find out the hard way. E.g., trolls and fire.</li> <li data-xf-list-type="ul">The answer will have a substantial impact on the game. For this, they're going to have to work for it by tracking down the answer in a mini-adventure.</li> </ul></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9545368, member: 7031982"] Actually, I want to poke at this a little more. I don't think an "opportunity cost" is really a cost, for the simple reason that if the DM says, "The DC will be 13, and if you fail you can't try again," why would anybody NOT try? Where this takes me is: when players ask "Do I know something?" what will the impact be if the players get the information they want? And I think I have a few broad categories: [LIST] [*]The answer is just flavor. Give it to them. [*]The answer will help them in some way, but not substantially change the game state. An example might be, "Can I read these runes?" where the runes give clues to the dungeon they are in. So I'll just give it them (or to whichever character is mostly like to 'know it'). [*]The answer would help them, but it will be more exciting and memorable if they find out the hard way. E.g., trolls and fire. [*]The answer will have a substantial impact on the game. For this, they're going to have to work for it by tracking down the answer in a mini-adventure. [/LIST] [/QUOTE]
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