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Were the four roles correctly identified, or are there others?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 6309428" data-attributes="member: 5143"><p>That is what I'm saying. However, I'm saying that D&D plots are most often set up that way. I don't write my own adventures, I run ones written by other people. They are all written that way.</p><p></p><p>Even when I think about it, however, the plots that D&D does well are precisely the kind that need to be set up this way:</p><p></p><p>-Cultists of a Doomsday god want to bring him back, they are insane and fanatical...stop them</p><p>-Followers of a powerful imprisoned god want to collect the Rod of 7 Parts before you in order to release their god. The pieces of the Rod are scattered throughout the world but they mind control people to not give them up at any cost.</p><p>-A dragon's eggs have been stolen by cultists and blackmailed into helping them steal an item. The PCs don't know this but are tasked with getting the item back. It's possible to negotiate if they find the eggs. However, the Dragon doesn't know where they are and is in a bad mood.</p><p>-The PCs are tasked with finding their way through an ancient dungeon filled with traps, oozes, constructs, undead, and summoned elementals to find something at the end.</p><p>-One of the PCs was tasked with tracking down a murderer from their country. The murderer turns out to be a Vampire who has everyone convinced that he is a powerful noble with a lot of influence.</p><p></p><p>Those are just a couple of the examples of adventures I've played in or ran. I can tell you that each and every one of them ended in combat. Most of them started, middled, and ended in combat.</p><p></p><p>Even when I design my own adventures, I don't "design solutions" into them. I don't know how the PCs will solve something before I start. But I'm not going to write a non-combat solution into a game where there logically would not be one. Sometimes you just HAVE to fight. Sometimes no amount of "non-linear thinking" gets you out of a situation and combat is just the only way. In fact, this is often the case. PCs better be good at fighting, because when they eventually get stuck in that situation, they need to be able to fight their way out.</p><p></p><p>I'm sure it's perfectly possible to specifically set up a situation where sneaking past people makes the most sense or where negotiating makes the most sense. In which case, my players will sneak or negotiate. But 90% of the time that ends in a bad roll and someone failing horribly and attracting the attention of the monsters or insulting them enough that it turns into combat anyways.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6309428, member: 5143"] That is what I'm saying. However, I'm saying that D&D plots are most often set up that way. I don't write my own adventures, I run ones written by other people. They are all written that way. Even when I think about it, however, the plots that D&D does well are precisely the kind that need to be set up this way: -Cultists of a Doomsday god want to bring him back, they are insane and fanatical...stop them -Followers of a powerful imprisoned god want to collect the Rod of 7 Parts before you in order to release their god. The pieces of the Rod are scattered throughout the world but they mind control people to not give them up at any cost. -A dragon's eggs have been stolen by cultists and blackmailed into helping them steal an item. The PCs don't know this but are tasked with getting the item back. It's possible to negotiate if they find the eggs. However, the Dragon doesn't know where they are and is in a bad mood. -The PCs are tasked with finding their way through an ancient dungeon filled with traps, oozes, constructs, undead, and summoned elementals to find something at the end. -One of the PCs was tasked with tracking down a murderer from their country. The murderer turns out to be a Vampire who has everyone convinced that he is a powerful noble with a lot of influence. Those are just a couple of the examples of adventures I've played in or ran. I can tell you that each and every one of them ended in combat. Most of them started, middled, and ended in combat. Even when I design my own adventures, I don't "design solutions" into them. I don't know how the PCs will solve something before I start. But I'm not going to write a non-combat solution into a game where there logically would not be one. Sometimes you just HAVE to fight. Sometimes no amount of "non-linear thinking" gets you out of a situation and combat is just the only way. In fact, this is often the case. PCs better be good at fighting, because when they eventually get stuck in that situation, they need to be able to fight their way out. I'm sure it's perfectly possible to specifically set up a situation where sneaking past people makes the most sense or where negotiating makes the most sense. In which case, my players will sneak or negotiate. But 90% of the time that ends in a bad roll and someone failing horribly and attracting the attention of the monsters or insulting them enough that it turns into combat anyways. [/QUOTE]
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Were the four roles correctly identified, or are there others?
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