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General Tabletop Discussion
*TTRPGs General
Why do DM's like Dark, gritty worlds and players the opposite?
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<blockquote data-quote="aboyd" data-source="post: 4979502" data-attributes="member: 44797"><p>I don't know your situation entirely, so I can't <em>really</em> comment, but couldn't this problem be bad DMing rather than an issue with player/character separation?</p><p></p><p>For example, my players (well, one in particular) like to gamble. They like it so much we eventually bought Three Dragon Ante, and use the optional perks based upon character abilities. So for example, if you're playing an amazing rogue, you get bonuses based upon your sleight of hand. If you're a fighter, your intimidate skill might help. Every player is playing a real card game and using their real wits, but they each get character-based advantages.</p><p></p><p>On another angle, my PCs will indeed be trapped and given riddles soon. Players will have to solve the riddles themselves, using their own intelligence. However, those playing high INT characters will be given easy riddles, to reflect the advantage that their characters would have. Those with INT so low as to get negative modifiers will get insanely difficult riddles. They might solve them, which would be out of character, but that's OK. It's part of the fun.</p><p></p><p>I like this stuff. Combat gets boring to me quickly. I want 5 or so "encounters" each session, but I can happily write off a big trap as one encounter, and a social interaction as another, etc.</p></blockquote><p></p>
[QUOTE="aboyd, post: 4979502, member: 44797"] I don't know your situation entirely, so I can't [i]really[/i] comment, but couldn't this problem be bad DMing rather than an issue with player/character separation? For example, my players (well, one in particular) like to gamble. They like it so much we eventually bought Three Dragon Ante, and use the optional perks based upon character abilities. So for example, if you're playing an amazing rogue, you get bonuses based upon your sleight of hand. If you're a fighter, your intimidate skill might help. Every player is playing a real card game and using their real wits, but they each get character-based advantages. On another angle, my PCs will indeed be trapped and given riddles soon. Players will have to solve the riddles themselves, using their own intelligence. However, those playing high INT characters will be given easy riddles, to reflect the advantage that their characters would have. Those with INT so low as to get negative modifiers will get insanely difficult riddles. They might solve them, which would be out of character, but that's OK. It's part of the fun. I like this stuff. Combat gets boring to me quickly. I want 5 or so "encounters" each session, but I can happily write off a big trap as one encounter, and a social interaction as another, etc. [/QUOTE]
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Why do DM's like Dark, gritty worlds and players the opposite?
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