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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7357653" data-attributes="member: 82106"><p>Well, this is where the GM is called upon to use their skills in scene framing. Is this secret door really a thing that further's the player's agenda? It certainly addresses a situation in a way that is advocating for the PC (IE it helps him escape a sticky situation), but is that escape actually beneficial to the narrative? Now, a player is often likely to create some sort of action declaration like this without asking that question (because they're caught up in the scene and their immediate actions and favoring the PC). Still, it MAY be poor play on the part of the player. In that case the GM might try to address it in various ways. First of all he might simply set the DC very high, which is a bit of a cop out, but not terrible. He might simply declare this action to be incoherent WRT the framing of the scene (IE it is illogical for such a passage to exist). He might frame it in terms of 'Yes, and..." or "Yes, but...". Maybe now the character has to escape and leave his friends behind. Is this a price he's willing to pay? Will he invoke some sort of costly magic to bring them along? etc. The GM might also feel that, aesthetically, a secret door is silly, and recast it in different terms. The player should really have done this already if, say, the door is at variance with genre expectations or just illogical.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7357653, member: 82106"] Well, this is where the GM is called upon to use their skills in scene framing. Is this secret door really a thing that further's the player's agenda? It certainly addresses a situation in a way that is advocating for the PC (IE it helps him escape a sticky situation), but is that escape actually beneficial to the narrative? Now, a player is often likely to create some sort of action declaration like this without asking that question (because they're caught up in the scene and their immediate actions and favoring the PC). Still, it MAY be poor play on the part of the player. In that case the GM might try to address it in various ways. First of all he might simply set the DC very high, which is a bit of a cop out, but not terrible. He might simply declare this action to be incoherent WRT the framing of the scene (IE it is illogical for such a passage to exist). He might frame it in terms of 'Yes, and..." or "Yes, but...". Maybe now the character has to escape and leave his friends behind. Is this a price he's willing to pay? Will he invoke some sort of costly magic to bring them along? etc. The GM might also feel that, aesthetically, a secret door is silly, and recast it in different terms. The player should really have done this already if, say, the door is at variance with genre expectations or just illogical. [/QUOTE]
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