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General Tabletop Discussion
*Dungeons & Dragons
What official material is considered problematic to the point where it is not balanced and presents a problem?
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<blockquote data-quote="CapnZapp" data-source="post: 6932600" data-attributes="member: 12731"><p>I happen to believe you're really crippling yourself and your conflict resolution ability if you truly believe that. I consider an experienced Dungeon Master to be one that can spot when an issue is really best handled out of game.</p><p></p><p>For instance, the old chest-nut of a player killing prisoners. Is this a reasonable safety measure taken to prevent prisoners from calling for help (or returning later to make future fights more difficult)? Or is it cold-blooded murder?</p><p></p><p>The old-school solution would be to impose alignment changes on the player character. </p><p></p><p>But this completely ignores the real issue, which is that the player and the DM might have <em>completely different perceptions</em> of one and the same actions. "I kill brutal orcs". "You kill unarmed prisoners". None of them wrong. Both of them right.</p><p></p><p>The only REAL way of resolving this is for the player and the DM to talk. To make them understand the opposite perception. </p><p></p><p>In contrast, having your character become chaotic evil solves nothing and explains nothing. </p><p></p><p></p><p></p><p>In fact, early rpgs are notorious in how they avoid having to make the players talk with each other, which is probably where you got your "ten commandments" from.</p><p></p><p>You will simply have to accept that some of us have moved on. To us, trying to solve every conflict within the game is a silly and useless restriction.</p><p></p><p>I <em>am</em> prepared to agree to disagree - I'm not trying to convince you Saelorn of anything. I just feel you deserve a blunt and direct explanation of why people might "metagame".</p><p></p><p></p><p>Have a nice day and good luck with your gaming,</p><p>Zapp</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6932600, member: 12731"] I happen to believe you're really crippling yourself and your conflict resolution ability if you truly believe that. I consider an experienced Dungeon Master to be one that can spot when an issue is really best handled out of game. For instance, the old chest-nut of a player killing prisoners. Is this a reasonable safety measure taken to prevent prisoners from calling for help (or returning later to make future fights more difficult)? Or is it cold-blooded murder? The old-school solution would be to impose alignment changes on the player character. But this completely ignores the real issue, which is that the player and the DM might have [I]completely different perceptions[/I] of one and the same actions. "I kill brutal orcs". "You kill unarmed prisoners". None of them wrong. Both of them right. The only REAL way of resolving this is for the player and the DM to talk. To make them understand the opposite perception. In contrast, having your character become chaotic evil solves nothing and explains nothing. In fact, early rpgs are notorious in how they avoid having to make the players talk with each other, which is probably where you got your "ten commandments" from. You will simply have to accept that some of us have moved on. To us, trying to solve every conflict within the game is a silly and useless restriction. I [I]am[/I] prepared to agree to disagree - I'm not trying to convince you Saelorn of anything. I just feel you deserve a blunt and direct explanation of why people might "metagame". Have a nice day and good luck with your gaming, Zapp [/QUOTE]
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Community
General Tabletop Discussion
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What official material is considered problematic to the point where it is not balanced and presents a problem?
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