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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: 9546296" data-attributes="member: 7031982"><p>Wait, what? Sometimes they will succeed. Sometimes they will fail. Same as if they are rolling dice, but it's the DM deciding what's best for the story, not the dice. </p><p></p><p>And ideally the DM doesn't always make the decision using the same criteria. Sometimes that impossible-to-pick-lock doesn't lead to anything interesting. Sometimes the easy-to-pick lock does.</p><p></p><p></p><p></p><p>Yes, I love frustrating players. Where did you get the idea that they always succeed?</p><p></p><p></p><p>Yeah I don't play that way. I give away information that sets up a hard decision, instead of requiring that players constantly say "I search for..."</p><p></p><p>The exception might be if I want this particular trap to be hard to find instead of hard to circumvent, in which case I would have telegraphed it. (Which might mean, for example, that on a previous, similar door they found a skeleton with lockpicking tools. A close inspection would have revealed a sprung trap on that door.)</p><p></p><p></p><p>That's probably better.</p><p></p><p></p><p>Same thing. I'm giving them the information about the snoring, because it leads to the next difficult decision.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9546296, member: 7031982"] Wait, what? Sometimes they will succeed. Sometimes they will fail. Same as if they are rolling dice, but it's the DM deciding what's best for the story, not the dice. And ideally the DM doesn't always make the decision using the same criteria. Sometimes that impossible-to-pick-lock doesn't lead to anything interesting. Sometimes the easy-to-pick lock does. Yes, I love frustrating players. Where did you get the idea that they always succeed? Yeah I don't play that way. I give away information that sets up a hard decision, instead of requiring that players constantly say "I search for..." The exception might be if I want this particular trap to be hard to find instead of hard to circumvent, in which case I would have telegraphed it. (Which might mean, for example, that on a previous, similar door they found a skeleton with lockpicking tools. A close inspection would have revealed a sprung trap on that door.) That's probably better. Same thing. I'm giving them the information about the snoring, because it leads to the next difficult decision. [/QUOTE]
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