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The Gloves Are Off?
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<blockquote data-quote="JiffyPopTart" data-source="post: 8871336" data-attributes="member: 4881"><p>My general view as a GM is to assume that the characters are much better at their job than the players are at emulating that job through a game. Because of thiw I give the characters a lot of benefit of the doubt when the players do something with the character the character really shouldn't be doing.</p><p></p><p>So in the gloves and poison example....assuming the poisoned character was a professional adventurer...I also assume they know not to touch random dangerous things (like a chest on a dungeon which is a common source of deadly traps) without standard adventurer precautions taken beforehand.</p><p></p><p>I even give every PC a "standard adventurers pack" which deliberately contains "everything am adventurer might have". Need a wedge for a door? It's in there. A few extra rations to bribe a goatman? Also in there. How about ball bearings or a small hand drill? Yup!</p><p></p><p>This lets my players be creative in problem solving in the moment and not just penalized because they didn't think to grab some glue to attach fake beards made of wool three adventures prior to knowing they needed fake beards.</p><p></p><p>I've been running this way since the 90s and ive never once had a player take advantage of my style. If they did that would indicate a bad player, not a bad system.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8871336, member: 4881"] My general view as a GM is to assume that the characters are much better at their job than the players are at emulating that job through a game. Because of thiw I give the characters a lot of benefit of the doubt when the players do something with the character the character really shouldn't be doing. So in the gloves and poison example....assuming the poisoned character was a professional adventurer...I also assume they know not to touch random dangerous things (like a chest on a dungeon which is a common source of deadly traps) without standard adventurer precautions taken beforehand. I even give every PC a "standard adventurers pack" which deliberately contains "everything am adventurer might have". Need a wedge for a door? It's in there. A few extra rations to bribe a goatman? Also in there. How about ball bearings or a small hand drill? Yup! This lets my players be creative in problem solving in the moment and not just penalized because they didn't think to grab some glue to attach fake beards made of wool three adventures prior to knowing they needed fake beards. I've been running this way since the 90s and ive never once had a player take advantage of my style. If they did that would indicate a bad player, not a bad system. [/QUOTE]
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