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*Dungeons & Dragons
The Best DM Advice Was Writren in 1981.
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<blockquote data-quote="DND_Reborn" data-source="post: 8496130" data-attributes="member: 6987520"><p>Yep.</p><p></p><p></p><p>Fine, but then you are allowing the dice to run the game IMO and not the DM. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /> Different strokes, I suppose, is all I can say...</p><p></p><p>Part of it in such situation is even though the die roll indicates a hit, I can <em>still</em> alter the outcome to fit the story (remember that, part of what the game is about?) in other ways. If I don't want a hit to kill the bad guy, I give him more HP. The players don't know, they don't know how many HP he has left, they don't know what magic he has or other protections or features that could turn that "final hit" into a miss, and they don't know his AC.</p><p></p><p>Victory is still victory, and the story goes on.</p><p></p><p>D&D is <em>DM-orchestrated theater</em> because the DM is the storyteller and referee.</p><p></p><p></p><p>(bold added)</p><p></p><p>I disagree. It is not when I <em>believe</em> it furthers the story, it is when I <em>know</em> it does. The adventure for the players goes through is written, and if a later part <em>requires</em> the survival of the bad guy so he can show up again to foil the PCs' efforts or whatever, but a series of lucky die rolls prevent that, it is my prerogative as DM to change the narrative so the story <em>can</em> go on.</p><p></p><p>This is no different than a DM who rolls damage that would kill a PC, through no fault of the player and just dumb bad luck, and decides to lessen the damage so the PC survives, even if unconscious. Killing a PC "just because" generally is not fun for the players. Some are ok with it, but IME most are not. (Now, if the player <em>does</em> something and so is at fault...that's a different story. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>Only in complete sandbox settings would I think otherwise--and personally I have never encountered one of those. You might allow the bad guy to die, sure, but then you need to compensate for that later on for the story to continue. I find it easy to give the players the victory but allow the tension with the re-occurring enemy to continue.</p><p></p><p>And, different strokes...</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8496130, member: 6987520"] Yep. Fine, but then you are allowing the dice to run the game IMO and not the DM. 🤷♂️ Different strokes, I suppose, is all I can say... Part of it in such situation is even though the die roll indicates a hit, I can [I]still[/I] alter the outcome to fit the story (remember that, part of what the game is about?) in other ways. If I don't want a hit to kill the bad guy, I give him more HP. The players don't know, they don't know how many HP he has left, they don't know what magic he has or other protections or features that could turn that "final hit" into a miss, and they don't know his AC. Victory is still victory, and the story goes on. D&D is [I]DM-orchestrated theater[/I] because the DM is the storyteller and referee. (bold added) I disagree. It is not when I [I]believe[/I] it furthers the story, it is when I [I]know[/I] it does. The adventure for the players goes through is written, and if a later part [I]requires[/I] the survival of the bad guy so he can show up again to foil the PCs' efforts or whatever, but a series of lucky die rolls prevent that, it is my prerogative as DM to change the narrative so the story [I]can[/I] go on. This is no different than a DM who rolls damage that would kill a PC, through no fault of the player and just dumb bad luck, and decides to lessen the damage so the PC survives, even if unconscious. Killing a PC "just because" generally is not fun for the players. Some are ok with it, but IME most are not. (Now, if the player [I]does[/I] something and so is at fault...that's a different story. ;) ) Only in complete sandbox settings would I think otherwise--and personally I have never encountered one of those. You might allow the bad guy to die, sure, but then you need to compensate for that later on for the story to continue. I find it easy to give the players the victory but allow the tension with the re-occurring enemy to continue. And, different strokes... [/QUOTE]
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