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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="Ariosto" data-source="post: 4984371" data-attributes="member: 80487"><p>As a DM, one ought to <strong>expect</strong> secret doors not to be found. Not that one should make everything depend on players <em>not</em> finding one, either, which would also be foolish.</p><p></p><p>"Monty Haul" is an issue with DMs who make things too easy, predicated on the assumption that players <strong>want</strong> challenges commensurate with rewards. The ideal (presumed to be shared by players who really understood the situation) was "The Price is Right" (a la Goldilocks<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> -- Monty HALL hosted "Let's Make a Deal"). If players quite honestly view D&D not as a test of skill but as the story of "my awesome character getting always more awesome", then the only trouble with an old-style "give-away" game is that it's too hard! The new scheme is not a little boost of "something for nothing" -- more accurately too much for too little -- but <em>everything</em> as entitlement.</p><p></p><p>See how it's not "just a matter of degree" but a fundamentally different conception of the purpose of the undertaking? I recall no evidence of such a conception up to the 1990s at least. Even in Candy Land (which involves no decision-making at all), one can get stuck (losing turns) or sent backwards.</p><p></p><p>I suppose some players in the 1970s might seriously have entertained the notion under false pretenses; today, it's "out of the closet". Indeed, its expectations seem to carry about as much weight in "official" circles as the traditional expectations of a well-run D&D game.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4984371, member: 80487"] As a DM, one ought to [B]expect[/B] secret doors not to be found. Not that one should make everything depend on players [I]not[/I] finding one, either, which would also be foolish. "Monty Haul" is an issue with DMs who make things too easy, predicated on the assumption that players [B]want[/B] challenges commensurate with rewards. The ideal (presumed to be shared by players who really understood the situation) was "The Price is Right" (a la Goldilocks;) -- Monty HALL hosted "Let's Make a Deal"). If players quite honestly view D&D not as a test of skill but as the story of "my awesome character getting always more awesome", then the only trouble with an old-style "give-away" game is that it's too hard! The new scheme is not a little boost of "something for nothing" -- more accurately too much for too little -- but [I]everything[/I] as entitlement. See how it's not "just a matter of degree" but a fundamentally different conception of the purpose of the undertaking? I recall no evidence of such a conception up to the 1990s at least. Even in Candy Land (which involves no decision-making at all), one can get stuck (losing turns) or sent backwards. I suppose some players in the 1970s might seriously have entertained the notion under false pretenses; today, it's "out of the closet". Indeed, its expectations seem to carry about as much weight in "official" circles as the traditional expectations of a well-run D&D game. [/QUOTE]
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Why do DM's like Dark, gritty worlds and players the opposite?
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