Irda Ranger
First Post
Right, but my version involves dead cats, so, bonus.hong said:I like to think of it as: the story is in the process of being told. After it has been told, it's fixed for all time. Up to then, all kinds of stuff can happen.
Right, but my version involves dead cats, so, bonus.hong said:I like to think of it as: the story is in the process of being told. After it has been told, it's fixed for all time. Up to then, all kinds of stuff can happen.
ruleslawyer said:I used to feel this way, but in recent years, I've come to find it a bit tedious across the board. I don't want to have every detail of every encounter area (or larger setting) mapped out, and it frustrates me to no end when an intricate webwork of potential encounter hooks or useable terrain gets tossed by the wayside simply because it doesn't match up congruently with the occasions on which PCs need to use it.
Henry said:I hope he doesn't mind me using him as an example, but it's DMs like Piratecat who I learned a lot from on this score. PKitty was one of the first DMs who showed me the value of training yourself to say "yes" rather than "no" to a player, to take a player's inventive idea and see what ways I can run with it. I sometimes forget about it, but when I do include it, I've always found my games more enriched. In the sewers example, had I not thought of it, it would have immediately set my mind to razored grates, torrential storm drains, alligator-men living in hiding in the deeper parts, or reflex checks to avoid the glorious sudden filth dumps that grace many movies.
To immediately decide "there are no sewers here" because it didn't fit the original idea I had for the city, would have cut out all those ideas for possible fodder. It still doesn't mean I have to say "yes" to the joker who decides that his Riding skill is sufficient for him to find an elephant sandwiched in a warehouse and ride it out of town.![]()
Henry said:I hope he doesn't mind me using him as an example, but it's DMs like Piratecat who I learned a lot from on this score. PKitty was one of the first DMs who showed me the value of training yourself to say "yes" rather than "no" to a player, to take a player's inventive idea and see what ways I can run with it. I sometimes forget about it, but when I do include it, I've always found my games more enriched. In the sewers example, had I not thought of it, it would have immediately set my mind to razored grates, torrential storm drains, alligator-men living in hiding in the deeper parts, or reflex checks to avoid the glorious sudden filth dumps that grace many movies.
To immediately decide "there are no sewers here" because it didn't fit the original idea I had for the city, would have cut out all those ideas for possible fodder. It still doesn't mean I have to say "yes" to the joker who decides that his Riding skill is sufficient for him to find an elephant sandwiched in a warehouse and ride it out of town.![]()
Cyronax said:The discussion isn't about PC buy-in, but their ability to control the setting. What's wrong with the DM saying that 'I'm sorry but this city doesn't have a sewer system.'
hong said:Nothing. Did you see anyone saying that it was wrong?
Cyronax said:That's what I took away from many comments. I did get the sense that arguments would be had between players and DMs around such issues.
But this is as much conjecture as our analysis of Rodney's initial blog.
hong said:To be precise, it is mistaking the zeitgeist for the rules.
Yes. And both zeitgeist and rules are subject to change.
Wormwood said:This is must one of those sim/narr style dichotomies that 4e has revealed to me.
Because at my table, that sewer will never exist until the player invents it.
This.Will said:And, heck, giving people an incentive to come up with bizarre and interesting uses of skills to solve a problem? That's the kind of creativity and lateral thinking I want to ENCOURAGE in my game.
If taken to extremes, I will simply rule that too many implausible ideas racks up one failure for wasting time pursuing dead ends.Cyronax said:This is fine and good though .. to a point. Taken to the extreme, I can see players just rambling off ideas until one strikes home with the DM. We're arguing the same thing IMO. Its appropriateness vs. frequency of idea. Player creativity is great in most cases, but if its just a way to half-ass any given problem ..... where's the fun for all sides?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.