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*Dungeons & Dragons
What does "magic" mean? [Read carefully, you can't change your vote]
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<blockquote data-quote="DEFCON 1" data-source="post: 8475298" data-attributes="member: 7006"><p>I have to imagine that party format and group playstyle certainly helps in this regard to accomplish this. Not so much for me, as I'm personally not a DM that does a lot of "off-session" play with the members of my group, and I also don't tend to use sessions doing individual mechanical play for single characters (while the rest are sitting around.) So I would not have the time or need to sit with a wizard character player actually "building" out these traps finding all the bit in the books that we'd need to make it (and inventing additional spells and whatnot to do so). To me that's a lot of work for not much payoff (as I'm not one who really cares all that much about the rigor of the game mechanics as everyone probably knows.)</p><p></p><p>But now if the "building" of the trap was a roleplay scene and we narratively went through what the wizard character was doing to create these things while the rest of the group had the opportunity to be involved with the scene in some way... either by pitching in or doing other things at the same time while the trap construction was happening, then that'd be fine. But that would end up being part and parcel with the whole "handwave" thing. The actual mechanical expression of how it gets made wouldn't be important or necessary, but the scene itself might be. So we'd RP it all and narratively design what exactly is being made and what it does (and everyone's reaction to it), but then once that scene was done we'd move right along.</p><p></p><p>That being said... if a player of mine actually wanted to and did all the work themselves to come up with a list of the spells and components and effects that would be needed for the magical trap they wanted to make, plus writing up the process for enchantment... then cool. If that's fun and inspirational for them to do that on their off-session time, then I'm all for it. And depending on how it's presented I might be able to pull ideas from it to use in the future. But I'm also not going to demand it if instead we're all good with saying it that it got done in the background while the entire group moves forward with the the game.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8475298, member: 7006"] I have to imagine that party format and group playstyle certainly helps in this regard to accomplish this. Not so much for me, as I'm personally not a DM that does a lot of "off-session" play with the members of my group, and I also don't tend to use sessions doing individual mechanical play for single characters (while the rest are sitting around.) So I would not have the time or need to sit with a wizard character player actually "building" out these traps finding all the bit in the books that we'd need to make it (and inventing additional spells and whatnot to do so). To me that's a lot of work for not much payoff (as I'm not one who really cares all that much about the rigor of the game mechanics as everyone probably knows.) But now if the "building" of the trap was a roleplay scene and we narratively went through what the wizard character was doing to create these things while the rest of the group had the opportunity to be involved with the scene in some way... either by pitching in or doing other things at the same time while the trap construction was happening, then that'd be fine. But that would end up being part and parcel with the whole "handwave" thing. The actual mechanical expression of how it gets made wouldn't be important or necessary, but the scene itself might be. So we'd RP it all and narratively design what exactly is being made and what it does (and everyone's reaction to it), but then once that scene was done we'd move right along. That being said... if a player of mine actually wanted to and did all the work themselves to come up with a list of the spells and components and effects that would be needed for the magical trap they wanted to make, plus writing up the process for enchantment... then cool. If that's fun and inspirational for them to do that on their off-session time, then I'm all for it. And depending on how it's presented I might be able to pull ideas from it to use in the future. But I'm also not going to demand it if instead we're all good with saying it that it got done in the background while the entire group moves forward with the the game. [/QUOTE]
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What does "magic" mean? [Read carefully, you can't change your vote]
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