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Telling players about the consequences of PC actions
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<blockquote data-quote="GnomeWorks" data-source="post: 4784282" data-attributes="member: 162"><p>Ah, okay. Your conclusion sounds pretty reasonable, then!</p><p></p><p></p><p></p><p>Sorry, I disagree. Simulations are valuable in and of themselves.</p><p></p><p>...and you also are putting words in my mouth. I said that whether or not they're aware of the ramifications is irrelevant, by which I meant foreknowledge of what was going to happen when they took an action. The emphasis was on the awareness; the ramifications should still take place even if the PCs aren't aware of the fact that they're ramifications to earlier actions.</p><p></p><p>It's possible that wasn't clear, so that was my bad.</p><p></p><p>Obviously you shouldn't go to extreme detail in determining the repercussions of every action the characters take; not because that's silly, but because it's incredibly time-consuming.</p><p></p><p></p><p></p><p>Don't get all Forge-speak on it.</p><p></p><p>...yeah, I don't even know what you're trying to say, here.</p><p></p><p></p><p></p><p>One engages the simulation in and of itself. The other directly modifies it, bypassing methods developed for engaging the simulation.</p><p></p><p>It's... let me make a programming reference. You have an object, right? That object has various methods that you can call to modify it's internal variables.</p><p></p><p>Using the methods to modify the object is engaging the simulation. You acknowledge that - though the simulation is not real in a physical sense - it has rules and structure, and so you, as the DM, interact with it only through channels that were predetermined when you selected the system with which you play in the world.</p><p></p><p>Arbitrarily deciding things is like ignoring those methods, and instead directly modifying and manipulating the data inside the object without using the appropriate channels. You completely negate the point of object-oriented programming - you completely negate the point of having a setting.</p></blockquote><p></p>
[QUOTE="GnomeWorks, post: 4784282, member: 162"] Ah, okay. Your conclusion sounds pretty reasonable, then! Sorry, I disagree. Simulations are valuable in and of themselves. ...and you also are putting words in my mouth. I said that whether or not they're aware of the ramifications is irrelevant, by which I meant foreknowledge of what was going to happen when they took an action. The emphasis was on the awareness; the ramifications should still take place even if the PCs aren't aware of the fact that they're ramifications to earlier actions. It's possible that wasn't clear, so that was my bad. Obviously you shouldn't go to extreme detail in determining the repercussions of every action the characters take; not because that's silly, but because it's incredibly time-consuming. Don't get all Forge-speak on it. ...yeah, I don't even know what you're trying to say, here. One engages the simulation in and of itself. The other directly modifies it, bypassing methods developed for engaging the simulation. It's... let me make a programming reference. You have an object, right? That object has various methods that you can call to modify it's internal variables. Using the methods to modify the object is engaging the simulation. You acknowledge that - though the simulation is not real in a physical sense - it has rules and structure, and so you, as the DM, interact with it only through channels that were predetermined when you selected the system with which you play in the world. Arbitrarily deciding things is like ignoring those methods, and instead directly modifying and manipulating the data inside the object without using the appropriate channels. You completely negate the point of object-oriented programming - you completely negate the point of having a setting. [/QUOTE]
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