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Simulation vs Game - Where should D&D 5e aim?
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<blockquote data-quote="howandwhy99" data-source="post: 6301953" data-attributes="member: 3192"><p>[MENTION=386]LostSoul[/MENTION], I forgot to include an example. Otherwise it may appear players know when they are and when they aren't adding content. Like discerning odds, cooperation/competition, focus on goals, accomplishment, and everything else in the game, the magic of engaging with the game includes not knowing if you made it all up, some, or none of it. (Though I think it's more complicated than that. Always both, might be a better answer.)</p><p></p><p>So the example, </p><p></p><p><strong>P:</strong> "My PC whittles out a spork with his knife from a piece of stick." </p><p><strong>DM (knowing the PC, cutting, the knife, and sticks are all in the game):</strong> "What do you mean spork?" </p><p><strong>P:</strong> "Here, let me draw you a picture" / "a cross between a spoon and fork" / "Here, catch"</p><p></p><p>Yes, the DM is free to basically confirm that they both probably know what a spork is. DMs don't have to play dumb. It's to clarify the altering of game content. Technically the spork's still a carved stuck, but the geometric shape of a spork is going to allow different actions with it than your standard broken tree branch will. </p><p></p><p>Do we need to know this stuff before most any campaign? The base design the DM operates from, yes. But sporks probably don't have anything to do with any of the predetermined roles provided for (at least not any D&D classes I know of). But players might include them when defining the campaign world before beginning the game. Or they might want a custom class that does someone use them later in the campaign, but when starting over with a new PC.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6301953, member: 3192"] [MENTION=386]LostSoul[/MENTION], I forgot to include an example. Otherwise it may appear players know when they are and when they aren't adding content. Like discerning odds, cooperation/competition, focus on goals, accomplishment, and everything else in the game, the magic of engaging with the game includes not knowing if you made it all up, some, or none of it. (Though I think it's more complicated than that. Always both, might be a better answer.) So the example, [B]P:[/B] "My PC whittles out a spork with his knife from a piece of stick." [B]DM (knowing the PC, cutting, the knife, and sticks are all in the game):[/B] "What do you mean spork?" [B]P:[/B] "Here, let me draw you a picture" / "a cross between a spoon and fork" / "Here, catch" Yes, the DM is free to basically confirm that they both probably know what a spork is. DMs don't have to play dumb. It's to clarify the altering of game content. Technically the spork's still a carved stuck, but the geometric shape of a spork is going to allow different actions with it than your standard broken tree branch will. Do we need to know this stuff before most any campaign? The base design the DM operates from, yes. But sporks probably don't have anything to do with any of the predetermined roles provided for (at least not any D&D classes I know of). But players might include them when defining the campaign world before beginning the game. Or they might want a custom class that does someone use them later in the campaign, but when starting over with a new PC. [/QUOTE]
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