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The Gloves Are Off?
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<blockquote data-quote="Celebrim" data-source="post: 8871343" data-attributes="member: 4937"><p>While there are merits to this approach, please recognize this approach as a species of railroading that violates player agency. If you as a DM start deciding what characters would do based on what you think is the right thing to do, then at some point if you do that often enough you are playing the character and not the player. </p><p></p><p>Also note that it is not a given that touching an object with or without a glove on is the right thing to do. For every contact poison, you'll have another situation where instructions have been subtly hammered in braille into the doorknob explaining how to bypass the trap by turning the doorknob clockwise twice before turning it counterclockwise once. The dimples might be readily apparent if touched with bare hands, but imperceptible if touch with a gloved one. As such, how are you going to assume in the general case what the right precautions an adventure ought to take are? And moreover, if you start assuming in the general case what the adventure did, why are you bothering to roll fortunes or receive propositions from the player, since presumably there almost always exists some procedure that would collect the clue or avoid the trap if properly followed - and it will not be difficult for you as the DM to imagine it given that you have all the knowledge.</p><p></p><p></p><p></p><p>There is nothing wrong with just have a "pack" of some standard weight that the PCs have and either assuming any common object of low value might be found in there or else that players have a percentage chance of having the right little thing at the right time. It certainly has its advantages and it's a perfectly valid way to play. But if I was going to provide such a pack, I'd be even more of a stickler about insisting that PC's describe the tool or tools that they are employing beforehand.</p><p></p><p></p><p></p><p>Well, yes. My point exactly.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8871343, member: 4937"] While there are merits to this approach, please recognize this approach as a species of railroading that violates player agency. If you as a DM start deciding what characters would do based on what you think is the right thing to do, then at some point if you do that often enough you are playing the character and not the player. Also note that it is not a given that touching an object with or without a glove on is the right thing to do. For every contact poison, you'll have another situation where instructions have been subtly hammered in braille into the doorknob explaining how to bypass the trap by turning the doorknob clockwise twice before turning it counterclockwise once. The dimples might be readily apparent if touched with bare hands, but imperceptible if touch with a gloved one. As such, how are you going to assume in the general case what the right precautions an adventure ought to take are? And moreover, if you start assuming in the general case what the adventure did, why are you bothering to roll fortunes or receive propositions from the player, since presumably there almost always exists some procedure that would collect the clue or avoid the trap if properly followed - and it will not be difficult for you as the DM to imagine it given that you have all the knowledge. There is nothing wrong with just have a "pack" of some standard weight that the PCs have and either assuming any common object of low value might be found in there or else that players have a percentage chance of having the right little thing at the right time. It certainly has its advantages and it's a perfectly valid way to play. But if I was going to provide such a pack, I'd be even more of a stickler about insisting that PC's describe the tool or tools that they are employing beforehand. Well, yes. My point exactly. [/QUOTE]
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