D&D General The Fourth Pillar of D&D…shenanigans


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Ooh, Shenanigans can itself be split into so many parts!

Player(s) vs. DM shenanigans: Let's see if the DM is prepared for... this!
Player(s) vs. player(s) shenanigans: you can always draw a moustache on your friend's face.
Player(s) vs. the fantasy world: We saved the princess, but guess what, we're chaotic neutral.
Player(s) vs. the pub menu: Let's try all the drinks on the menu, fail a con save, puke, roll on a random table and wake up somewhere.

But the most important one:

DM vs. the Player(s): Where shenanigans turn into main storyline!!
 




Shenanigans (along with table interactions, storytelling, and improv) are far and away my favorite part of the game, because my enthusiasm is for the parts I couldn't get with far less overhead if I just played a computer game.

And yes, a computer game could be designed to anticipate things that seem like shenanigans (in fact many old graphic adventures had a nasty habit of mandating shenanigan-like behavior in inscrutible moon-logic puzzles), but it's the fact that the game hasn't specifically anticipated the thing you are doing that makes it shenanigans and makes shenanigans exciting and fun.
 

Ooh, Shenanigans can itself be split into so many parts!

Player(s) vs. DM shenanigans: Let's see if the DM is prepared for... this!
Player(s) vs. player(s) shenanigans: you can always draw a moustache on your friend's face.
Player(s) vs. the fantasy world: We saved the princess, but guess what, we're chaotic neutral.
Player(s) vs. the pub menu: Let's try all the drinks on the menu, fail a con save, puke, roll on a random table and wake up somewhere.

But the most important one:

DM vs. the Player(s): Where shenanigans turn into main storyline!!
I disagree that it’s one “vs” the other. There’s no need for shenanigans to be antagonistic. It’s fully compatible with cooperative play. The goal is emergent story, not fighting each other to control the story.
 



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