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General Tabletop Discussion
*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Lanefan" data-source="post: 7166356" data-attributes="member: 29398"><p>I don't think anyone is challenging your consistency - you've been quite steadfast in your position; and that's to your credit.</p><p></p><p>What I'm saying (and maybe others are saying, but I'm not sure) is that you're steadfastly defending what is to me an undefendable position, in that the loss of player agency (control over where to go*) is an unacceptable cost - particularly as the gain in player agency you mention as its tradeoff can be largely achieved without it. The DM just has to quite literally be prepared for anything...and if you know your game world well enough this is quite possible to do about 99% of the time.</p><p></p><p>* - and control over what to do, to some extent.</p><p></p><p>If done wrong it certainly can taint player agency, no doubt there. But it's by no means guaranteed that it will...and in fact in a story-first situation it'll even increase player agency as the DM is bound by the rules to insert what the players or the dice just put there, or something like that.</p><p></p><p>The way I see it, if you're crawling through a dungeon and have seen signs of kobolds and then you open a door and get jumped by 6 kobolds it doesn't matter one iota from the player side whether those kobolds were written in 8 months ago or 8 seconds ago. There's 6 kobolds. Fight 'em. Kill 'em. Loot 'em. Move on.</p><p></p><p>Personally I just wish I was good enough at this to be able to wing entire dungeons on the fly, but the spatial mapping stuff always torpedoes me. Give me a blank map, however, and I can wing the rest no problem; and the players will never know the difference.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7166356, member: 29398"] I don't think anyone is challenging your consistency - you've been quite steadfast in your position; and that's to your credit. What I'm saying (and maybe others are saying, but I'm not sure) is that you're steadfastly defending what is to me an undefendable position, in that the loss of player agency (control over where to go*) is an unacceptable cost - particularly as the gain in player agency you mention as its tradeoff can be largely achieved without it. The DM just has to quite literally be prepared for anything...and if you know your game world well enough this is quite possible to do about 99% of the time. * - and control over what to do, to some extent. If done wrong it certainly can taint player agency, no doubt there. But it's by no means guaranteed that it will...and in fact in a story-first situation it'll even increase player agency as the DM is bound by the rules to insert what the players or the dice just put there, or something like that. The way I see it, if you're crawling through a dungeon and have seen signs of kobolds and then you open a door and get jumped by 6 kobolds it doesn't matter one iota from the player side whether those kobolds were written in 8 months ago or 8 seconds ago. There's 6 kobolds. Fight 'em. Kill 'em. Loot 'em. Move on. Personally I just wish I was good enough at this to be able to wing entire dungeons on the fly, but the spatial mapping stuff always torpedoes me. Give me a blank map, however, and I can wing the rest no problem; and the players will never know the difference. Lanefan [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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