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<blockquote data-quote="Maxperson" data-source="post: 8444105" data-attributes="member: 23751"><p>No worries. <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>Sure thing.</p><p></p><p>I can agree with this. My point was more that the narrative is a back and forth between both sides, with the players controlling only their PCs.</p><p></p><p>Yeah. I improv a lot of my game, and a whole lot of my game is in response to the players actions. What I've prepared can go right out the window with absolutely no frustration on my part if the party zigs when I think they will zag. I'm usually pretty good at guessing(probably 95%) what the players will do as we have played with each other for 14-38 years(depending on the player, the 14 year being the son of the 38 year), but sometimes they zig so hard my head spins. Usually that happens when they are looking at their notes, see something that happened 10 levels ago in passing, attribute much greater importance to it, see a similarity to something current, and come up with 2+2=6. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Yes, with the caveat that the DM can allow it. For instance, when the players write up a background, they are free to create NPCs and even small villages/towns, because the Realms is huge and doesn't note those sorts of things. They can do it within reason. They can make up a mayor and say the mayor is a half-elf jerk, but it's up to me to decide if he has a class, any secrets, etc. They can say they are friends with a hermit, but I decide what the details of why the man is a hermit is. </p><p></p><p>I'm also experimenting with a new inspiration mechanic this campaign. In all my campaigns I use a fate deck of magic cards for when a 1 is rolled and occasionally a 20 on an important roll. Say the party is trying to break down a door and a 1 is rolled and the player pulls a Shatter card. The door is simply going to burst either from age, a hidden flaw, or whatever. If that 1 is rolled in combat, the PC's sword my shatter. </p><p></p><p>This campaign when a player earns inspiration, they can pick a card and I'm letting them interpret it to their benefit within reason when they use the inspiration. It seems to be a much more enjoyable mechanic than simple advantage.</p><p></p><p>Yeah. I think you've gotten a bit of a wrong idea about how I work. You've accused me of powergaming in the past when I really don't give a fig about that. I'm more concept and story driven. However, when I argue here about the rules as written, it may come across differently as quite often I'm arguing something that I've changed for my game. How I think the rules do something is often not how I run it.</p><p></p><p>My players are mostly the same. I have one guy who loves to optimize, but he also loves to roleplay and nobody else at the table cares if he does extra damage or has a very high skill bonus, so it's not an issue. Two guys(the father and son) are all about story and character, to the point of often forgetting rules and abilities that would give them an advantage in a situation and/or picking very non-optimal spells, feats, etc. because it fits their characters. The fourth player in the middle, but moving more towards the story end of things each campaign.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 8444105, member: 23751"] No worries. :) Sure thing. I can agree with this. My point was more that the narrative is a back and forth between both sides, with the players controlling only their PCs. Yeah. I improv a lot of my game, and a whole lot of my game is in response to the players actions. What I've prepared can go right out the window with absolutely no frustration on my part if the party zigs when I think they will zag. I'm usually pretty good at guessing(probably 95%) what the players will do as we have played with each other for 14-38 years(depending on the player, the 14 year being the son of the 38 year), but sometimes they zig so hard my head spins. Usually that happens when they are looking at their notes, see something that happened 10 levels ago in passing, attribute much greater importance to it, see a similarity to something current, and come up with 2+2=6. :P Yes, with the caveat that the DM can allow it. For instance, when the players write up a background, they are free to create NPCs and even small villages/towns, because the Realms is huge and doesn't note those sorts of things. They can do it within reason. They can make up a mayor and say the mayor is a half-elf jerk, but it's up to me to decide if he has a class, any secrets, etc. They can say they are friends with a hermit, but I decide what the details of why the man is a hermit is. I'm also experimenting with a new inspiration mechanic this campaign. In all my campaigns I use a fate deck of magic cards for when a 1 is rolled and occasionally a 20 on an important roll. Say the party is trying to break down a door and a 1 is rolled and the player pulls a Shatter card. The door is simply going to burst either from age, a hidden flaw, or whatever. If that 1 is rolled in combat, the PC's sword my shatter. This campaign when a player earns inspiration, they can pick a card and I'm letting them interpret it to their benefit within reason when they use the inspiration. It seems to be a much more enjoyable mechanic than simple advantage. Yeah. I think you've gotten a bit of a wrong idea about how I work. You've accused me of powergaming in the past when I really don't give a fig about that. I'm more concept and story driven. However, when I argue here about the rules as written, it may come across differently as quite often I'm arguing something that I've changed for my game. How I think the rules do something is often not how I run it. My players are mostly the same. I have one guy who loves to optimize, but he also loves to roleplay and nobody else at the table cares if he does extra damage or has a very high skill bonus, so it's not an issue. Two guys(the father and son) are all about story and character, to the point of often forgetting rules and abilities that would give them an advantage in a situation and/or picking very non-optimal spells, feats, etc. because it fits their characters. The fourth player in the middle, but moving more towards the story end of things each campaign. [/QUOTE]
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