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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Lanefan" data-source="post: 7169559" data-attributes="member: 29398"><p>[MENTION=6778044]Ilbranteloth[/MENTION] has been saving me tons of typing again - thanks, by the way! - but there's a few bit I'd like to expand on...</p><p>Absolutely. </p><p>During the run of play there's many times where a PC (and thus player) may and must make choices, from the large-scale (what adventure do we tackle next, or where will our travels next lead us) to the medium-scale (we've found three entrances to what we assume is a dungeon complex so which one will we try first, or there's a room full of orcs ahead so do we fight them or try to sneak past) to the small-scale (do I attack the orc on my flank or do I try to get to their caster, or do I try to reason with this chamberlain or just beat him up).</p><p></p><p>Big DM restricts these choices (or denies them entirely, or makes them for us) while DMLight accepts that they're all in play, waits for us to decide, and is then both ready and able to react to whatever I or we decide to do.</p><p></p><p>From what I can tell, in a very generalized way, the "Say Yes" crowd also tend to eschew outright failure in favour of what they call fail-forward - and that's a whole nother can o' worms that has spawned threads in here every bit as long and involved as this one.</p><p></p><p>That said, "Yes you can try it" is never a bad response to anything, and rewards player creativity in ways that other game types (video, board, etc.) don't and can't by at least giving their idea - no matter how wacko - a run out and a chance to either work or not.</p><p></p><p>A DM saying "no" IME is most often confined to instances where a player is trying - intentionally or not - to break or twist or stretch an established rule.</p><p></p><p>And here, in the pre-campaign design and worldbuilding phases, is where I will happily agree that Big DM is a good thing. I'm in the camp that holds that it's the DM's world, set out for the PCs to then make whatever mess of they can while in theory trying to fix it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>That right there is one blatantly-easy-to-fix issue that might make some of the headaches - well, if not go away, at least back off a bit: state that a long rest must include sleep; and that your sleep (whether overnight or not) always counts as a long rest. This means:</p><p></p><p>- you still only get one a day, and it can still happen anytime (thus if a party has good reason to adventure during the night and rest/sleep during the day it still works)</p><p>- it becomes more intuitive for all involved, and more realistic in some ways for those as wants such</p><p>- it becomes easier for a DM (or module) to prevent long-resting if desired by simply creating an environment where sleep is difficult or impossible</p><p></p><p>Completely agreed. I prefer it when the rules set a framework and then as far as possible get out of the way.</p><p></p><p>Lan-"sometime just for kicks I'll have to chuck a particularly overbearing NPC into the party, named Bigdm (pronounced 'Bigdom')"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7169559, member: 29398"] [MENTION=6778044]Ilbranteloth[/MENTION] has been saving me tons of typing again - thanks, by the way! - but there's a few bit I'd like to expand on... Absolutely. During the run of play there's many times where a PC (and thus player) may and must make choices, from the large-scale (what adventure do we tackle next, or where will our travels next lead us) to the medium-scale (we've found three entrances to what we assume is a dungeon complex so which one will we try first, or there's a room full of orcs ahead so do we fight them or try to sneak past) to the small-scale (do I attack the orc on my flank or do I try to get to their caster, or do I try to reason with this chamberlain or just beat him up). Big DM restricts these choices (or denies them entirely, or makes them for us) while DMLight accepts that they're all in play, waits for us to decide, and is then both ready and able to react to whatever I or we decide to do. From what I can tell, in a very generalized way, the "Say Yes" crowd also tend to eschew outright failure in favour of what they call fail-forward - and that's a whole nother can o' worms that has spawned threads in here every bit as long and involved as this one. That said, "Yes you can try it" is never a bad response to anything, and rewards player creativity in ways that other game types (video, board, etc.) don't and can't by at least giving their idea - no matter how wacko - a run out and a chance to either work or not. A DM saying "no" IME is most often confined to instances where a player is trying - intentionally or not - to break or twist or stretch an established rule. And here, in the pre-campaign design and worldbuilding phases, is where I will happily agree that Big DM is a good thing. I'm in the camp that holds that it's the DM's world, set out for the PCs to then make whatever mess of they can while in theory trying to fix it. :) That right there is one blatantly-easy-to-fix issue that might make some of the headaches - well, if not go away, at least back off a bit: state that a long rest must include sleep; and that your sleep (whether overnight or not) always counts as a long rest. This means: - you still only get one a day, and it can still happen anytime (thus if a party has good reason to adventure during the night and rest/sleep during the day it still works) - it becomes more intuitive for all involved, and more realistic in some ways for those as wants such - it becomes easier for a DM (or module) to prevent long-resting if desired by simply creating an environment where sleep is difficult or impossible Completely agreed. I prefer it when the rules set a framework and then as far as possible get out of the way. Lan-"sometime just for kicks I'll have to chuck a particularly overbearing NPC into the party, named Bigdm (pronounced 'Bigdom')"-efan [/QUOTE]
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