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<blockquote data-quote="Scribble" data-source="post: 4707564" data-attributes="member: 23977"><p>Sure, I'm not arguing that. I just don't think either "extreme" is actually possible, and like I believe mallus was saying, the "types" of DM end up running a game that is in many ways very similar. (Because in the end both rely on both randomness and DM input.)</p><p></p><p></p><p></p><p>You've taken a random event and placed it in front of the PCs. No matter whether you created the evnt from start to finish, or you randomly rolled it, you still chose to fit it in the place you did. </p><p></p><p>I'm not arguing either way is better, just that it's two approaches to get to the same conclusion.</p><p></p><p></p><p></p><p>So you randomly rolled an adventure, vrs someone who creates an adventure. Neither one offers more or less "choice" for the players. You just randomly came up with an event, whereas someone else might come up with the same event based on other factors. </p><p></p><p></p><p></p><p>Maybe level appropriate means different things to different folks. </p><p></p><p>I don't design level appropriate things with the idea that the PCs will always be able to defeat their enemy. Just that in some way they have a chance. That chance might be easy, or it might be hard. I find this more realistic.</p><p></p><p>I also design encounters based on believability. It's not believable for the mercenary cruiser, with eight batteries of missle launchers and lasers and three times the acceleration to randomly show up in the san francisco bay outside my office.</p><p></p><p>So while we might both use random encounters, mine are more tailored to the locations. </p><p></p><p></p><p></p><p>Same thing mostly, but I also intersperse some stuff based on the actions the PCs took, and how other people would logicaly react to that, or what I've decided some NPCs are up to, or just what my group finds fun collectively.</p><p></p><p></p><p></p><p>Same mostly. I tend to find that what some find promotes Coherence, internal consistency, verisimilitude promotes the opposite in others. I think it has to do with how people interpret and use the rules.</p><p></p><p></p><p></p><p>Me too.</p></blockquote><p></p>
[QUOTE="Scribble, post: 4707564, member: 23977"] Sure, I'm not arguing that. I just don't think either "extreme" is actually possible, and like I believe mallus was saying, the "types" of DM end up running a game that is in many ways very similar. (Because in the end both rely on both randomness and DM input.) You've taken a random event and placed it in front of the PCs. No matter whether you created the evnt from start to finish, or you randomly rolled it, you still chose to fit it in the place you did. I'm not arguing either way is better, just that it's two approaches to get to the same conclusion. So you randomly rolled an adventure, vrs someone who creates an adventure. Neither one offers more or less "choice" for the players. You just randomly came up with an event, whereas someone else might come up with the same event based on other factors. Maybe level appropriate means different things to different folks. I don't design level appropriate things with the idea that the PCs will always be able to defeat their enemy. Just that in some way they have a chance. That chance might be easy, or it might be hard. I find this more realistic. I also design encounters based on believability. It's not believable for the mercenary cruiser, with eight batteries of missle launchers and lasers and three times the acceleration to randomly show up in the san francisco bay outside my office. So while we might both use random encounters, mine are more tailored to the locations. Same thing mostly, but I also intersperse some stuff based on the actions the PCs took, and how other people would logicaly react to that, or what I've decided some NPCs are up to, or just what my group finds fun collectively. Same mostly. I tend to find that what some find promotes Coherence, internal consistency, verisimilitude promotes the opposite in others. I think it has to do with how people interpret and use the rules. Me too. [/QUOTE]
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