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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Reduction of Uncertainty
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<blockquote data-quote="Lanefan" data-source="post: 4044088" data-attributes="member: 29398"><p>If the point of the game is to explore a theme to the extent that the unexpected loss of a key character or item derails the whole thing, there's a problem. In a role-playing game partly based on chance, starting with the end in mind - in this case, starting with full DM knowledge that the key protagonators will survive to the pre-planned end - is or should be pointless. Sure, you can hope the PCs survive, and further hope the players don't throw you a curveball by deciding on a whim to abandon the adventure jump on a boat and sail across the sea...but you can't force these things. Not, that is, without destroying believability.</p><p></p><p>As a player, I expect the DM to have things well-enough designed to handle any action our party may take, no matter how wacko. Sword of Mighty Swordiness? Hell, let's throw it in the lava pit...I bet it'll blow up *real* good! As a DM, I expect to have to change things on the fly and would be mildly disappointed if I never had to; I'm not about to marry myself to a storyline or theme to the point that it dictates how the game is played.</p><p></p><p>For my next campaign, intended to be another very long one, I sat down the other day and quasi-storyboarded the campaign in terms of adventures I'd like to run, plotlines I could use, and so on - representing maybe 5-10 years of potential play - in full knowledge that what I was doing would probably not survive first contact with the players...and nor should it, really.</p><p></p><p>I will, however, be interested to look back on it after the campaign's done and see if my ideas now have any resemblance whatsoever to what actually ends up happening. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4044088, member: 29398"] If the point of the game is to explore a theme to the extent that the unexpected loss of a key character or item derails the whole thing, there's a problem. In a role-playing game partly based on chance, starting with the end in mind - in this case, starting with full DM knowledge that the key protagonators will survive to the pre-planned end - is or should be pointless. Sure, you can hope the PCs survive, and further hope the players don't throw you a curveball by deciding on a whim to abandon the adventure jump on a boat and sail across the sea...but you can't force these things. Not, that is, without destroying believability. As a player, I expect the DM to have things well-enough designed to handle any action our party may take, no matter how wacko. Sword of Mighty Swordiness? Hell, let's throw it in the lava pit...I bet it'll blow up *real* good! As a DM, I expect to have to change things on the fly and would be mildly disappointed if I never had to; I'm not about to marry myself to a storyline or theme to the point that it dictates how the game is played. For my next campaign, intended to be another very long one, I sat down the other day and quasi-storyboarded the campaign in terms of adventures I'd like to run, plotlines I could use, and so on - representing maybe 5-10 years of potential play - in full knowledge that what I was doing would probably not survive first contact with the players...and nor should it, really. I will, however, be interested to look back on it after the campaign's done and see if my ideas now have any resemblance whatsoever to what actually ends up happening. :) Lanefan [/QUOTE]
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The Reduction of Uncertainty
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