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The Problem with Talking About D&D
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<blockquote data-quote="EzekielRaiden" data-source="post: 8592382" data-attributes="member: 6790260"><p>I'm not just "making up reasons." I use the world-building and rules. Draw on established but unexplored things, or leverage DW partial success rules. I've actually only had to do this once in four years. In that fight, I'd prepared for such an event (rather, I <em>intended</em> it to be too strong, since I wanted to know what was "too much" for the party), and I based the changes on the players' choices of how to fight. (Specifically, they got jumped by bound "shadows" left by the assassin cult. Fight went south, too many targets, too little area damage. They chose to focus fire the one big shadow rather than flee, which forced it to drain its lesser minions and run instead, holding its continued existence/mission higher than defeating one set of interlopers. Shadows like this were already known to have life-stealing powers, so this wasn't a stretch in the least.)</p><p></p><p>I'd much rather be honest with my players than deceive them, but yes, you're correct that I would rather never do any such in-battle modifications at all. As I said, I almost never actually do this. Having the occasional "disappointing" fight or the occasional fight where the players must retreat from something that shoud've been easy is not a bad thing. My players still, to this day, talk about that time they made my dramatic molten obsidian golem a completely trivial event--not because they were <em>disappointed</em>, but because being able to outsmart the DM and easily defeat a powerful foe was, in and of itself, a worthy experience.</p><p></p><p>Too many DMs, despite speaking so highly of the importance of <em>stakes</em> and how choices have <em>consequences</em> etc. seem rather precious about making sure that every fight goes according to plan, such that they'd rather deceive their players than allow a fight to be an accidental curbstomp (whether for or against the players.)</p><p></p><p></p><p>That's pretty much what I advocated, just a little less flashy, so yeah, that would be just fine. I tend to like pulpy action-adventure with most of the drama and excitement centered on "explore this fantastical culture/location" and "face difficult questions of morality and values that have no right answer." As a result, especially now that my group is <em>four years</em> into this game (and if you cut out the breaks, we've had easily three years' worth of back to back weekly sessions), I tend to favor the flashy and dramatic because they've <em>earned</em> flashy and dramatic.</p><p></p><p>In the interest of Mr. Coleville's suggestion that we share what drives us to make conversations easier: I find "zero to hero" is often, in practice, "mostly zero, little to no hero," and that's really boring to me. Zeroes failing and failing and failing until eventually they get a lucky break doesn't feel fun or heroic or adventuresome to me. It feels frustrating and far too much like a reminder of an awful lot of real-life things I would really, really rather not be reminded of in the middle of my leisure-time activities. That doesn't mean I don't want character growth, nor that I want characters who can instantly defeat everything immediately, because that would be boring too! I just want characters that DO succeed at some things (but NOT everything) to start with, and slowly grow the scope and scale of that success until, by journey's end, they may look back and wonder how they ever thought that hunting giant sewer rats was a challenge.</p><p></p><p></p><p>I mean...I explicitly referred to doing it <em>in play</em> ("once battle is joined," which I said twice) so it feels more than a little unfair to skewer me on "but clearly this can happen BEFORE play!" Statistics that haven't entered play yet are not inviolate. I have no problem with that. I am <em>specifically and exclusively</em> talking about modifying a creature's statistics or rolls <em>during</em> combat.</p><p></p><p></p><p>Again, I reject this. I have never--<em>not one single time</em>--needed to fudge a single roll or secretly alter a single creature's stats, in four years of gaming (with a fair number of "we need a week off" breaks now and then, but definitely not a full year's worth of them). It is not necessary to do this, and it is absolutely deceptive to do it. Coleville himself openly said he will <em>fake dice rolls</em> so he can "prove" that the die "really" rolled what he said it did, even though it didn't. That is actively deceptive and, thus, cheating.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8592382, member: 6790260"] I'm not just "making up reasons." I use the world-building and rules. Draw on established but unexplored things, or leverage DW partial success rules. I've actually only had to do this once in four years. In that fight, I'd prepared for such an event (rather, I [I]intended[/I] it to be too strong, since I wanted to know what was "too much" for the party), and I based the changes on the players' choices of how to fight. (Specifically, they got jumped by bound "shadows" left by the assassin cult. Fight went south, too many targets, too little area damage. They chose to focus fire the one big shadow rather than flee, which forced it to drain its lesser minions and run instead, holding its continued existence/mission higher than defeating one set of interlopers. Shadows like this were already known to have life-stealing powers, so this wasn't a stretch in the least.) I'd much rather be honest with my players than deceive them, but yes, you're correct that I would rather never do any such in-battle modifications at all. As I said, I almost never actually do this. Having the occasional "disappointing" fight or the occasional fight where the players must retreat from something that shoud've been easy is not a bad thing. My players still, to this day, talk about that time they made my dramatic molten obsidian golem a completely trivial event--not because they were [I]disappointed[/I], but because being able to outsmart the DM and easily defeat a powerful foe was, in and of itself, a worthy experience. Too many DMs, despite speaking so highly of the importance of [I]stakes[/I] and how choices have [I]consequences[/I] etc. seem rather precious about making sure that every fight goes according to plan, such that they'd rather deceive their players than allow a fight to be an accidental curbstomp (whether for or against the players.) That's pretty much what I advocated, just a little less flashy, so yeah, that would be just fine. I tend to like pulpy action-adventure with most of the drama and excitement centered on "explore this fantastical culture/location" and "face difficult questions of morality and values that have no right answer." As a result, especially now that my group is [I]four years[/I] into this game (and if you cut out the breaks, we've had easily three years' worth of back to back weekly sessions), I tend to favor the flashy and dramatic because they've [I]earned[/I] flashy and dramatic. In the interest of Mr. Coleville's suggestion that we share what drives us to make conversations easier: I find "zero to hero" is often, in practice, "mostly zero, little to no hero," and that's really boring to me. Zeroes failing and failing and failing until eventually they get a lucky break doesn't feel fun or heroic or adventuresome to me. It feels frustrating and far too much like a reminder of an awful lot of real-life things I would really, really rather not be reminded of in the middle of my leisure-time activities. That doesn't mean I don't want character growth, nor that I want characters who can instantly defeat everything immediately, because that would be boring too! I just want characters that DO succeed at some things (but NOT everything) to start with, and slowly grow the scope and scale of that success until, by journey's end, they may look back and wonder how they ever thought that hunting giant sewer rats was a challenge. I mean...I explicitly referred to doing it [I]in play[/I] ("once battle is joined," which I said twice) so it feels more than a little unfair to skewer me on "but clearly this can happen BEFORE play!" Statistics that haven't entered play yet are not inviolate. I have no problem with that. I am [I]specifically and exclusively[/I] talking about modifying a creature's statistics or rolls [I]during[/I] combat. Again, I reject this. I have never--[I]not one single time[/I]--needed to fudge a single roll or secretly alter a single creature's stats, in four years of gaming (with a fair number of "we need a week off" breaks now and then, but definitely not a full year's worth of them). It is not necessary to do this, and it is absolutely deceptive to do it. Coleville himself openly said he will [I]fake dice rolls[/I] so he can "prove" that the die "really" rolled what he said it did, even though it didn't. That is actively deceptive and, thus, cheating. [/QUOTE]
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