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General Tabletop Discussion
*TTRPGs General
The Player vs DM attitude
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<blockquote data-quote="Celebrim" data-source="post: 5203949" data-attributes="member: 4937"><p>???</p><p></p><p>I suspect our criteria for what makes a good game are so far apart, that I'll be unable to advise you. The situations that I set up in the examples were designed to be system and mechanical independent. Sneaking is relatively easy when you 100% cover, or when you're a couple hundred yards away and have 90% concealment. What matters in those situations is the choice to take a certain course of action, and much less the die rolls. If you cause situations like this to hinge on a die roll or a series of die rolls, then you are basically turning them into save or suck situations, or worse yet a series of save or die situations. And even at best that's still rote die rolling with minimal player involvement. </p><p></p><p>It's possible to turn this sort of thing into a chase scene or similarly dynamic non-combat encounter, but you'll want do so with a CR +3 or so monster/encounter rather than a CR +8 one. But even then, you are risking the situation spiralling out of control in one of several ways. You don't want to punish players badly for just having bad luck. If you are going to force them into a sitaution where they are over their heads, you don't want to then trust to the luck of the dice to keep them alive. Also, a dynamic chase/evasion scene as an alterative to combat is something you want to train a player up to, not something you want to spring on a player whose used to solving all problems by attacking hard and fast. So its better to start out with some situations that involve clear choices than a situation where its not entirely clear what the best approach is and which can get out of control quickly.</p><p></p><p>An intermediate stage in this training might be to present the players with a situation where they know they are supposed to catch the quarry and its trying to evade. The chase scene in 'Mad God's Key' is an excellent example of this.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5203949, member: 4937"] ??? I suspect our criteria for what makes a good game are so far apart, that I'll be unable to advise you. The situations that I set up in the examples were designed to be system and mechanical independent. Sneaking is relatively easy when you 100% cover, or when you're a couple hundred yards away and have 90% concealment. What matters in those situations is the choice to take a certain course of action, and much less the die rolls. If you cause situations like this to hinge on a die roll or a series of die rolls, then you are basically turning them into save or suck situations, or worse yet a series of save or die situations. And even at best that's still rote die rolling with minimal player involvement. It's possible to turn this sort of thing into a chase scene or similarly dynamic non-combat encounter, but you'll want do so with a CR +3 or so monster/encounter rather than a CR +8 one. But even then, you are risking the situation spiralling out of control in one of several ways. You don't want to punish players badly for just having bad luck. If you are going to force them into a sitaution where they are over their heads, you don't want to then trust to the luck of the dice to keep them alive. Also, a dynamic chase/evasion scene as an alterative to combat is something you want to train a player up to, not something you want to spring on a player whose used to solving all problems by attacking hard and fast. So its better to start out with some situations that involve clear choices than a situation where its not entirely clear what the best approach is and which can get out of control quickly. An intermediate stage in this training might be to present the players with a situation where they know they are supposed to catch the quarry and its trying to evade. The chase scene in 'Mad God's Key' is an excellent example of this. [/QUOTE]
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