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<blockquote data-quote="Ariosto" data-source="post: 5302923" data-attributes="member: 80487"><p>Yes. The more you go down that path, the more it looks as if you are holding up the same yardstick of expectations as Hussar, and merely arguing over how poorly certain corner cases measure up.</p><p></p><p>For that matter, Hussar wrote that he really was not interested in even that standard. His repeated assumption that players will not take even the most rudimentary precautions -- applicable to much more than "SoD" effects -- reinforces my impression of the firmness of that position.</p><p></p><p></p><p>I think it is not unreasonable at all. In the end, one either accepts the role of the rolls in playing the game, or one plays a different game.</p><p></p><p>However, there is also a HUGE difference between the game in which players have strategic moves, permitting investigation to inform the series of decisions that lead ultimately to running headlong into either Demogorgon and his demonic hosts, or a handful of kobolds -- the game in which it is up to <em>the players</em> to take whatever measures they will -- and the game in which "encounters" are what <em>the DM</em> chooses for them as part of "the adventure" that is the DM's design.</p><p></p><p>In the former case, it is by default <em>not at all</em> necessarily a matter of having "tons of advance warning". It is not the player's role passively to receive "warnings". It is the player's role actively to investigate and extrapolate. It is the same in a card game, or in a board game of World War 2 -- really in almost any game that comes to my mind.</p><p></p><p></p><p>I suppose the contrary could be true, but I doubt that RC's intent was absolutely to deny such a bizarre possibility.</p><p></p><p>I think it suffices that, if there is even a moderate correspondence to the reality of causes and effects we know, such as what even the weirdest RPGs in my experience assume, then any monster -- like any other phenomenon -- is a cause of effects that propagate through the world.</p><p></p><p>That something <em>can</em> be discovered is very, very far from a guarantee that it <em>shall</em> be discovered. It is in fact in narrowing that gap that the game lies.</p><p></p><p>Again, there are other possible games we can play. We can play one in which players are guaranteed certain knowledge every step of the way, regardless of their actions or inactions, and the game lies elsewhere. We can play one in which players are guaranteed a good chance of survival and success in any encounter, regardless of their prior actions or inactions, and the game lies elsewhere.</p><p></p><p>I am sure we could come up with several more.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5302923, member: 80487"] Yes. The more you go down that path, the more it looks as if you are holding up the same yardstick of expectations as Hussar, and merely arguing over how poorly certain corner cases measure up. For that matter, Hussar wrote that he really was not interested in even that standard. His repeated assumption that players will not take even the most rudimentary precautions -- applicable to much more than "SoD" effects -- reinforces my impression of the firmness of that position. I think it is not unreasonable at all. In the end, one either accepts the role of the rolls in playing the game, or one plays a different game. However, there is also a HUGE difference between the game in which players have strategic moves, permitting investigation to inform the series of decisions that lead ultimately to running headlong into either Demogorgon and his demonic hosts, or a handful of kobolds -- the game in which it is up to [i]the players[/i] to take whatever measures they will -- and the game in which "encounters" are what [i]the DM[/i] chooses for them as part of "the adventure" that is the DM's design. In the former case, it is by default [i]not at all[/i] necessarily a matter of having "tons of advance warning". It is not the player's role passively to receive "warnings". It is the player's role actively to investigate and extrapolate. It is the same in a card game, or in a board game of World War 2 -- really in almost any game that comes to my mind. I suppose the contrary could be true, but I doubt that RC's intent was absolutely to deny such a bizarre possibility. I think it suffices that, if there is even a moderate correspondence to the reality of causes and effects we know, such as what even the weirdest RPGs in my experience assume, then any monster -- like any other phenomenon -- is a cause of effects that propagate through the world. That something [i]can[/i] be discovered is very, very far from a guarantee that it [i]shall[/i] be discovered. It is in fact in narrowing that gap that the game lies. Again, there are other possible games we can play. We can play one in which players are guaranteed certain knowledge every step of the way, regardless of their actions or inactions, and the game lies elsewhere. We can play one in which players are guaranteed a good chance of survival and success in any encounter, regardless of their prior actions or inactions, and the game lies elsewhere. I am sure we could come up with several more. [/QUOTE]
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