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<blockquote data-quote="gizmo33" data-source="post: 3754887" data-attributes="member: 30001"><p>I don't get that either. Neither case seeems particularly significant in the overall narrative.</p><p></p><p>(As a side note, what exactly is the "narrative" related description of an "encounter". At least "8 hours" has some sort of game-world reality to it.) </p><p></p><p>It just seems to me that DMs are simply not preparing for contingencies. All the examples I can think of where the narrative is "wrecked" by unanticipated PC actions (such as resting, but really anything else) are situations of a less-than-helpful adventure design. IMO a good adventure design considers the relatively obvious possibility that the PCs retreat, for whatever reason, and come back - with reinforcements, other equipment, or whatever.</p><p></p><p>So if rope trick is a problem (and I think it is) then just redesign the spell. The spell occurs at a level where the typical monsters have no recourse against it, then it's inappropriately leveled. </p><p></p><p>In 3E, here's a possible good narrative: PCs attempt to rescue the princess from the evil wizard. PCs fail to get by the mooks and are forced to rest. Princess gets sacrificed to Set. Granted, this is failure, and interpreted by some as "unfun". Others I guess would prefer that the only kind of failure is a TPK. </p><p></p><p>When it comes to good narratives, IMO, it's as much about the DM adapting to situations as it is trying to shoehorn them into a small list of frameworks that you have already determined to be interesting. I don't exactly know that this is what's happening, but it really seems like it.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3754887, member: 30001"] I don't get that either. Neither case seeems particularly significant in the overall narrative. (As a side note, what exactly is the "narrative" related description of an "encounter". At least "8 hours" has some sort of game-world reality to it.) It just seems to me that DMs are simply not preparing for contingencies. All the examples I can think of where the narrative is "wrecked" by unanticipated PC actions (such as resting, but really anything else) are situations of a less-than-helpful adventure design. IMO a good adventure design considers the relatively obvious possibility that the PCs retreat, for whatever reason, and come back - with reinforcements, other equipment, or whatever. So if rope trick is a problem (and I think it is) then just redesign the spell. The spell occurs at a level where the typical monsters have no recourse against it, then it's inappropriately leveled. In 3E, here's a possible good narrative: PCs attempt to rescue the princess from the evil wizard. PCs fail to get by the mooks and are forced to rest. Princess gets sacrificed to Set. Granted, this is failure, and interpreted by some as "unfun". Others I guess would prefer that the only kind of failure is a TPK. When it comes to good narratives, IMO, it's as much about the DM adapting to situations as it is trying to shoehorn them into a small list of frameworks that you have already determined to be interesting. I don't exactly know that this is what's happening, but it really seems like it. [/QUOTE]
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