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Sacrificing verisimilitude or adventure
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<blockquote data-quote="ThirdWizard" data-source="post: 2508559" data-attributes="member: 12037"><p>First off, I'll jump on a soapbox.</p><p></p><p>Usually, when players are confused, its because the DM didn't explain something adequately or in a way that the characters understand, in my experience. And, that's in my experience as a DM. I've found that if I backpetal a little and explain the situation further, maybe reminding them of a few key things that their PCs would remember, then they realize that their plans are flawed. I'm not afraid to step back a bit and tell them a few things that maybe I forgot to emphasise before or that got mangled in a description. I make mistakes, but I'm not going to let those mistakes move the game in a direction that noone actually wants to take it.</p><p></p><p>Alright, enough of that.</p><p></p><p>Things don't slow down in my game because of PCs' decisions. That's actually one of the key points of my game. Lots of things are always going on, and the PCs can never handle all of it, even at best. They already have to pick and choose what they are going to accomplish and let the rest occur on their own. If they pick out some new goal or something new comes up, that's great! That's part of the fun! The dwarf accidently kills someone in a barrom brawl? Sounds like a fun adventure, lets do it!</p><p></p><p>If the PCs know an enemy is up to no good and ignore it to go on some wild goose chase (which isn't likely) then the enemy gets to operate without their interferance for a while. Now, sometimes someone will pick up some of their slack. The world goes on without them. If there's an invasion force, the PCs don't have to form their own army, the country that is being invaded will have its own force, for example. But, then the world is on its own, and PCs in my game are world-shapers (at least at mid-high levels).</p><p></p><p>My adventure planning consists mostly of "What are your plans next session?" and going from there. So, I wouldn't have a dungeon planned unless the players expressed an interest in going to there. Thus, many of these situations would be fairly moot in my game.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 2508559, member: 12037"] First off, I'll jump on a soapbox. Usually, when players are confused, its because the DM didn't explain something adequately or in a way that the characters understand, in my experience. And, that's in my experience as a DM. I've found that if I backpetal a little and explain the situation further, maybe reminding them of a few key things that their PCs would remember, then they realize that their plans are flawed. I'm not afraid to step back a bit and tell them a few things that maybe I forgot to emphasise before or that got mangled in a description. I make mistakes, but I'm not going to let those mistakes move the game in a direction that noone actually wants to take it. Alright, enough of that. Things don't slow down in my game because of PCs' decisions. That's actually one of the key points of my game. Lots of things are always going on, and the PCs can never handle all of it, even at best. They already have to pick and choose what they are going to accomplish and let the rest occur on their own. If they pick out some new goal or something new comes up, that's great! That's part of the fun! The dwarf accidently kills someone in a barrom brawl? Sounds like a fun adventure, lets do it! If the PCs know an enemy is up to no good and ignore it to go on some wild goose chase (which isn't likely) then the enemy gets to operate without their interferance for a while. Now, sometimes someone will pick up some of their slack. The world goes on without them. If there's an invasion force, the PCs don't have to form their own army, the country that is being invaded will have its own force, for example. But, then the world is on its own, and PCs in my game are world-shapers (at least at mid-high levels). My adventure planning consists mostly of "What are your plans next session?" and going from there. So, I wouldn't have a dungeon planned unless the players expressed an interest in going to there. Thus, many of these situations would be fairly moot in my game. [/QUOTE]
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