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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="clearstream" data-source="post: 8494530" data-attributes="member: 71699"><p>Speculatively, where an RPG is less tightly focused, "<em>say 'yes' or roll</em>" requires qualification, creating a space where narrative stakes abut advantageous positioning.</p><p></p><p>In any system genuinely asinine and blind-to-game-world declarations are trivially "<em>say 'no', and don't roll</em>". The line becomes blurrier and broader in systems designed for generic rather than specific narratives. Particularly where the intent is to meld and cross between multiple cultures and societies, and distinct situations.</p><p></p><p>When the line is blurred, some declarations will be less clearly trivially "<em>no</em>", and even players intending to genuinely participate in the game will still make such declarations: they are not asinine or blind to the fiction. In these cases, a DM can benefit from considering advantageous positioning in deciding to "<em>say 'yes', or roll</em>".</p><p></p><p>Having by whatever means reached "<em>say 'yes', or roll</em>" a DM can then again consider advantageous positioning in the following ways. Positioning can raise or lower stakes, pointing to "<em>yes</em>". Positioning can be an input to parameterising "<em>roll</em>", pointing to better or worse odds.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8494530, member: 71699"] Speculatively, where an RPG is less tightly focused, "[I]say 'yes' or roll[/I]" requires qualification, creating a space where narrative stakes abut advantageous positioning. In any system genuinely asinine and blind-to-game-world declarations are trivially "[I]say 'no', and don't roll[/I]". The line becomes blurrier and broader in systems designed for generic rather than specific narratives. Particularly where the intent is to meld and cross between multiple cultures and societies, and distinct situations. When the line is blurred, some declarations will be less clearly trivially "[I]no[/I]", and even players intending to genuinely participate in the game will still make such declarations: they are not asinine or blind to the fiction. In these cases, a DM can benefit from considering advantageous positioning in deciding to "[I]say 'yes', or roll[/I]". Having by whatever means reached "[I]say 'yes', or roll[/I]" a DM can then again consider advantageous positioning in the following ways. Positioning can raise or lower stakes, pointing to "[I]yes[/I]". Positioning can be an input to parameterising "[I]roll[/I]", pointing to better or worse odds. [/QUOTE]
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