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Why do RPGs have rules?
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<blockquote data-quote="Bedrockgames" data-source="post: 9047012" data-attributes="member: 85555"><p>I am still not sure I follow what aspects of play you are talking about. But I would say I am not really changing anything, except stuff that is obviously in play (i.e. as the players are speaking to the Duke, his brother might be plotting to attack their camp but doesn't realize the PCs know this and is walking into a trap----and it is always possible something they say tips off the Duke and he makes a gesture to alter the plans). But I wouldn't be doing things like radically alter details about the duke. I may add elements as they come up-----for instance if the players ask the duke about his son's hobby's, I may have to extrapolate and invent there. </p><p></p><p></p><p></p><p></p><p>I am still not sure I am following your language. But this is why I mentioned things like tracking movement or at least binding NPCs to the same kinds of physical limits other characters would be bound by (i.e. it takes three hours for the Duke's brother to reach the players camp, it takes the Duke's messenger 2 hours to reach the duke------figuring out if the Duke's messenger reaches the duke's brother in time may come down on my end to a Survival roll). Again it isn't about the players having an absolute understanding of their chances of success or failure, or knowing exactly what procedure will be used, but presenting the world in a way, running it in a way, that they can make basic assumptions about how it works, and you in turn make a good faith effort to achieve that (and once in a while you have a conversation to make sure people are all on the same page).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9047012, member: 85555"] I am still not sure I follow what aspects of play you are talking about. But I would say I am not really changing anything, except stuff that is obviously in play (i.e. as the players are speaking to the Duke, his brother might be plotting to attack their camp but doesn't realize the PCs know this and is walking into a trap----and it is always possible something they say tips off the Duke and he makes a gesture to alter the plans). But I wouldn't be doing things like radically alter details about the duke. I may add elements as they come up-----for instance if the players ask the duke about his son's hobby's, I may have to extrapolate and invent there. I am still not sure I am following your language. But this is why I mentioned things like tracking movement or at least binding NPCs to the same kinds of physical limits other characters would be bound by (i.e. it takes three hours for the Duke's brother to reach the players camp, it takes the Duke's messenger 2 hours to reach the duke------figuring out if the Duke's messenger reaches the duke's brother in time may come down on my end to a Survival roll). Again it isn't about the players having an absolute understanding of their chances of success or failure, or knowing exactly what procedure will be used, but presenting the world in a way, running it in a way, that they can make basic assumptions about how it works, and you in turn make a good faith effort to achieve that (and once in a while you have a conversation to make sure people are all on the same page). [/QUOTE]
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