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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8508157" data-attributes="member: 82106"><p>Right, those are all pretty reasonable, likely prospects. I mean, failing to achieve some goal due to an obstacle could create a crisis of some sort, perhaps, but many options exist to get around it or overcome it, at least in principle.</p><p></p><p>Well, I'd run with it, and let it shape how things proceed. It is not so much about 'rules' IMHO as it is just about how the activity of playing 'D&D' goes. Its like people don't talk loudly in the middle of a movie, it spoils things. Same sort of thing. You can advocate for a character and not try to constantly break the game at every turn.</p><p></p><p>I must be deficient as a GM then, lol. Its a fun activity, I don't have a plan. Hasn't seemed to be a real problem.</p><p></p><p>Its not a technique I would overuse. I can remember one or two other instances in my GMing time when I at least partly let the PCs off on this kind of thing, but again, the idea is to have fun. I'm perfectly willing to have the story figure an end to some of the characters. It may just not always make sense.</p><p></p><p>I'm sure I've perpetrated more than one myself, but that particular moment did not seem like where it should happen.</p><p></p><p>Well, I have often referenced events from long past games, and revisited locations, etc. In certain campaigns things have come up that happened 30 years ago IRL. It can be fun! OTOH I didn't engineer any of that. I just ran a lot of games of D&D!</p><p></p><p>I have never run it, or even played it, though I have seen a lot of commentary in forums on it. My understanding is that it allows for a type of 'flashback', which is essentially how it mechanically deals with the fact that the game is fairly Story Now and yet many of the 'capers' it portrays logically involve significant prep. At least that's my, possibly flawed, interpretation. I would assume that the universe of possible outcomes in these scenes is fairly restricted and they are handled in a rather specific way (IE like a check or something where if the player succeeds they get to describe how they knew to pack a left-handed smoke shifter instead of a ball-peen hammer). Specifically I'm pretty sure it won't actually change any established fiction, just lampshades something that is revealed at that moment.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8508157, member: 82106"] Right, those are all pretty reasonable, likely prospects. I mean, failing to achieve some goal due to an obstacle could create a crisis of some sort, perhaps, but many options exist to get around it or overcome it, at least in principle. Well, I'd run with it, and let it shape how things proceed. It is not so much about 'rules' IMHO as it is just about how the activity of playing 'D&D' goes. Its like people don't talk loudly in the middle of a movie, it spoils things. Same sort of thing. You can advocate for a character and not try to constantly break the game at every turn. I must be deficient as a GM then, lol. Its a fun activity, I don't have a plan. Hasn't seemed to be a real problem. Its not a technique I would overuse. I can remember one or two other instances in my GMing time when I at least partly let the PCs off on this kind of thing, but again, the idea is to have fun. I'm perfectly willing to have the story figure an end to some of the characters. It may just not always make sense. I'm sure I've perpetrated more than one myself, but that particular moment did not seem like where it should happen. Well, I have often referenced events from long past games, and revisited locations, etc. In certain campaigns things have come up that happened 30 years ago IRL. It can be fun! OTOH I didn't engineer any of that. I just ran a lot of games of D&D! I have never run it, or even played it, though I have seen a lot of commentary in forums on it. My understanding is that it allows for a type of 'flashback', which is essentially how it mechanically deals with the fact that the game is fairly Story Now and yet many of the 'capers' it portrays logically involve significant prep. At least that's my, possibly flawed, interpretation. I would assume that the universe of possible outcomes in these scenes is fairly restricted and they are handled in a rather specific way (IE like a check or something where if the player succeeds they get to describe how they knew to pack a left-handed smoke shifter instead of a ball-peen hammer). Specifically I'm pretty sure it won't actually change any established fiction, just lampshades something that is revealed at that moment. [/QUOTE]
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