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Simulation vs Game - Where should D&D 5e aim?
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<blockquote data-quote="howandwhy99" data-source="post: 6301935" data-attributes="member: 3192"><p>Nothing the players can capably express to the DM is inadmissable just like in a situational puzzle. But it may not be in the game prior to them making the attempt to smell/feel/whatever the goblin dung. Features not in the game are put there by the players by making the attempts (also like situational puzzles). But it is important the DM clarifies with the player via question and answering as to the specifics of their attempts. If there were no dung in the game before, find out what it is until all specifics are settled in pre-existing game content.</p><p></p><p>Okay, but as I understand it the DM stops making choices after the campaign begins though.</p><p></p><p>Making an observation of the two might end after long study with recognition ability for the PC. </p><p></p><p>If you want to have scent be a more important element to the game (have more to it), then categorizing them like this might help. I'd suggest tracking what the PCs know so you can relay details like that. Then if they see someone they've met before (or smelled before as the case may be), the PC recognizes them and the player is informed as to who they are - whether they actually are that person or a doppelganger or so on. (Which means Doppelganger shapechanging should include everything that is mimicked, including scent).</p><p></p><p>No, I don't think you're wrong. I think each game is different and each DM is different. </p><p></p><p>The DM has predetermined outcomes from a generated gameboard/multiverse. That can easily includes goblins and dung. How all of the environment "fits together" isn't so much a relationship map (though any map might be called that) as it is a result of previous game states from the start of the multiverse. The code/rules in question for how everything occurs and operates afterwards defines those relationships every bit as much as all past and present game states.</p><p></p><p>Oh heck yeah. Everything in the adventure modules, campaign settings, monster manuals, treasure collections, well, any published material, is designed to assist DMs to more easily run their games. Think of them like components to be added to the Dungeon! boardgame. They include more: Monsters, Treasures, and Dungeon Levels, though those terms are rather broad for D&D. And everything is rooted in mathematical game theory, so DMs can convert them to their particular code for any given campaign. Even if that game content is eerily similar to elves with pointy ears and wizards with gem-affixed staves. The point is: Nothing in the game isn't content that can't be perceived or interacted with without being tied into the entirety of the game board through all game time.</p><p></p><p>Thank you. And it's good to talk to someone interested.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6301935, member: 3192"] Nothing the players can capably express to the DM is inadmissable just like in a situational puzzle. But it may not be in the game prior to them making the attempt to smell/feel/whatever the goblin dung. Features not in the game are put there by the players by making the attempts (also like situational puzzles). But it is important the DM clarifies with the player via question and answering as to the specifics of their attempts. If there were no dung in the game before, find out what it is until all specifics are settled in pre-existing game content. Okay, but as I understand it the DM stops making choices after the campaign begins though. Making an observation of the two might end after long study with recognition ability for the PC. If you want to have scent be a more important element to the game (have more to it), then categorizing them like this might help. I'd suggest tracking what the PCs know so you can relay details like that. Then if they see someone they've met before (or smelled before as the case may be), the PC recognizes them and the player is informed as to who they are - whether they actually are that person or a doppelganger or so on. (Which means Doppelganger shapechanging should include everything that is mimicked, including scent). No, I don't think you're wrong. I think each game is different and each DM is different. The DM has predetermined outcomes from a generated gameboard/multiverse. That can easily includes goblins and dung. How all of the environment "fits together" isn't so much a relationship map (though any map might be called that) as it is a result of previous game states from the start of the multiverse. The code/rules in question for how everything occurs and operates afterwards defines those relationships every bit as much as all past and present game states. Oh heck yeah. Everything in the adventure modules, campaign settings, monster manuals, treasure collections, well, any published material, is designed to assist DMs to more easily run their games. Think of them like components to be added to the Dungeon! boardgame. They include more: Monsters, Treasures, and Dungeon Levels, though those terms are rather broad for D&D. And everything is rooted in mathematical game theory, so DMs can convert them to their particular code for any given campaign. Even if that game content is eerily similar to elves with pointy ears and wizards with gem-affixed staves. The point is: Nothing in the game isn't content that can't be perceived or interacted with without being tied into the entirety of the game board through all game time. Thank you. And it's good to talk to someone interested. [/QUOTE]
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