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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6842651" data-attributes="member: 6701872"><p>The "reminder" hasn't changed what the player was trying to do. The "reminder" has made the DM aware of what the player meant by the exact words they chose to use, preventing the player becoming justifiably upset at the DM making the wrong assumption or otherwise misunderstanding.</p><p></p><p>yes, the backpack selling example doesn't make sense - that's <em>my</em> point; you don't sell everything in your backpack by saying "I sell item X" some time after "I'll just put this stuff in my backpack for now," so why do you sell everything in this bundle by saying "I sell item X" some time after "we'll just bundle these up for now"?</p><p></p><p>Again, that doesn't cause any problems - though it does solve a few.</p><p></p><p>The DM is provider of the information the players need in order to know what their characters are seeing in the world around them - if I give a player some clue (say their is a stopped clock on the wall, but mechanics are still ticking) and they don't do anything with it, and they return to the same room later and I don't give the same clue because their character can see and hear it again, then that clue is no longer in that room because I have caused it to cease to exist - all in the name of "well, I said it once... your fault if you missed it" antagonistic play.</p><p></p><p>I'll admit that I have left something minor behind while heading off to my next task... but I will not equate forgetting something I planned on taking along with forgetting the objects which are required for my trip to where I am headed having a point (i.e. I might forget my hat when driving my car over to a mechanic for a tune up... but forgetting the gauntlet and the ring in this scenario is equivalent to forgetting my car on that same trip).</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6842651, member: 6701872"] The "reminder" hasn't changed what the player was trying to do. The "reminder" has made the DM aware of what the player meant by the exact words they chose to use, preventing the player becoming justifiably upset at the DM making the wrong assumption or otherwise misunderstanding. yes, the backpack selling example doesn't make sense - that's [I]my[/I] point; you don't sell everything in your backpack by saying "I sell item X" some time after "I'll just put this stuff in my backpack for now," so why do you sell everything in this bundle by saying "I sell item X" some time after "we'll just bundle these up for now"? Again, that doesn't cause any problems - though it does solve a few. The DM is provider of the information the players need in order to know what their characters are seeing in the world around them - if I give a player some clue (say their is a stopped clock on the wall, but mechanics are still ticking) and they don't do anything with it, and they return to the same room later and I don't give the same clue because their character can see and hear it again, then that clue is no longer in that room because I have caused it to cease to exist - all in the name of "well, I said it once... your fault if you missed it" antagonistic play. I'll admit that I have left something minor behind while heading off to my next task... but I will not equate forgetting something I planned on taking along with forgetting the objects which are required for my trip to where I am headed having a point (i.e. I might forget my hat when driving my car over to a mechanic for a tune up... but forgetting the gauntlet and the ring in this scenario is equivalent to forgetting my car on that same trip). [/QUOTE]
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