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<blockquote data-quote="iserith" data-source="post: 7533592" data-attributes="member: 97077"><p>I require the player to adequately perform their role in the game. They have one thing to do - describe what they want to do and how they want to do it. They require me to adequately perform my role in the game as well - describing the environment, laying out the basic scope of options that present themselves, and narrating the result of the adventurers' actions. (And staying functional after 6 Jamesons.) If any of us fails to do so, the play experience is made worse.</p><p></p><p></p><p></p><p>You can though by asking the players to be reasonably specific about their goal and approach. Not only does this improve the basic conversation of the game in my view, it gets the players really thinking about the scene and adding details from which others can build their own action declarations. It makes it easier for the DM to decide on success, failure, or uncertainty and in the latter case settle on a DC. It also avoids the problem of making bad assumptions altogether. After years of playing this way, a method what I derived from simply reading the rules of the game, I can see no downside.</p><p></p><p>The game is a structured conversation. It's a better conversation when all parties hold up their end of it.</p></blockquote><p></p>
[QUOTE="iserith, post: 7533592, member: 97077"] I require the player to adequately perform their role in the game. They have one thing to do - describe what they want to do and how they want to do it. They require me to adequately perform my role in the game as well - describing the environment, laying out the basic scope of options that present themselves, and narrating the result of the adventurers' actions. (And staying functional after 6 Jamesons.) If any of us fails to do so, the play experience is made worse. You can though by asking the players to be reasonably specific about their goal and approach. Not only does this improve the basic conversation of the game in my view, it gets the players really thinking about the scene and adding details from which others can build their own action declarations. It makes it easier for the DM to decide on success, failure, or uncertainty and in the latter case settle on a DC. It also avoids the problem of making bad assumptions altogether. After years of playing this way, a method what I derived from simply reading the rules of the game, I can see no downside. The game is a structured conversation. It's a better conversation when all parties hold up their end of it. [/QUOTE]
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