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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="pemerton" data-source="post: 7504647" data-attributes="member: 42582"><p>No. What I'm saying is that if the players decide to pay attention to the furniture, then I'm not going to unilaterally decide that there's nothing interesting there.</p><p></p><p>Also, and referring back to my response upthread to [MENTION=16586]Campbell[/MENTION], I normally wouldn't describe the furniture in any more detail than I would describe the clothes or the crockery or the tablecloth. Classic D&D is obsessed with the details of furnishings (how many wardrobes, and where they are) for a gameplay reason, to do with the particular dynamics of dungeon exploration. GIven that that gameplay reason doesn't apply in my case, I don't have to place that same distinct focus on furniture.</p><p></p><p>What if the players want to interrogate a prisoner who is willing to give them information, and does not need to be intimidated? Auto-success if they press him for information, right?</p><p></p><p><snip></p><p></p><p>What if the players want to stealth past a bunch of knocked out drunk guards? Again, might be considered an auto-success, no roll required.</p></blockquote><p>From my point of view this is all about when to "say 'yes'" and when to tell the player to "roll the dice". If there is something interesting at stake, then I'll call for a roll of the dice. In a game with "subjective" DCs (eg 4e) I'll set the DC as the rules call for it to be set; in a game with "objective" DCs (eg Burning Wheel) then for the examples you give the DC woudl be very easy. (But as BW is a dice pool sytem, you can always fail if you get no successes in your pool.)</p><p></p><p>I don't approach the issue of calling for checks from the point of view of what is or isn't likely to happen in the fiction.</p><p>[/QUOTE]</p>
[QUOTE="pemerton, post: 7504647, member: 42582"] No. What I'm saying is that if the players decide to pay attention to the furniture, then I'm not going to unilaterally decide that there's nothing interesting there. Also, and referring back to my response upthread to [MENTION=16586]Campbell[/MENTION], I normally wouldn't describe the furniture in any more detail than I would describe the clothes or the crockery or the tablecloth. Classic D&D is obsessed with the details of furnishings (how many wardrobes, and where they are) for a gameplay reason, to do with the particular dynamics of dungeon exploration. GIven that that gameplay reason doesn't apply in my case, I don't have to place that same distinct focus on furniture. What if the players want to interrogate a prisoner who is willing to give them information, and does not need to be intimidated? Auto-success if they press him for information, right? <snip> What if the players want to stealth past a bunch of knocked out drunk guards? Again, might be considered an auto-success, no roll required.[/QUOTE]From my point of view this is all about when to "say 'yes'" and when to tell the player to "roll the dice". If there is something interesting at stake, then I'll call for a roll of the dice. In a game with "subjective" DCs (eg 4e) I'll set the DC as the rules call for it to be set; in a game with "objective" DCs (eg Burning Wheel) then for the examples you give the DC woudl be very easy. (But as BW is a dice pool sytem, you can always fail if you get no successes in your pool.) I don't approach the issue of calling for checks from the point of view of what is or isn't likely to happen in the fiction. [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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