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Worlds of Design: The Art of Improvisation in RPGs
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<blockquote data-quote="Hussar" data-source="post: 8523890" data-attributes="member: 22779"><p>The problem I have with this analogy is that most of the time, the solution tends to be fairly straight forward. It's not exactly rocket science most of the time. And, to compound that, many DM's, myself included, get really antsy when players start getting creative. More often than not, we err on the side of caution and teach players to stay within the mechanics because going outside the mechanics leads to very bad risk/reward loops. </p><p></p><p>IOW, DM's often make things far too difficult, all in the name of "earning" the win. Which has a feedback loop that results in gunshy players who immediately turn to the ruleset for solutions because they actually know their odds of success and can judge actions accordingly.</p><p></p><p>To put it simply - if the player wants to do a stunt of some sort that would result in dealing twice as much damage as normal, but the risk of failure is twice of normal, then there's no reason to actually do this stunt. The stunt should deal three times as much damage for twice the risk of failure. </p><p></p><p>But, it's very, very rare that DM's will think that way, especially in the moment, in the middle of the game, when they don't really have time to properly reflect on things.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8523890, member: 22779"] The problem I have with this analogy is that most of the time, the solution tends to be fairly straight forward. It's not exactly rocket science most of the time. And, to compound that, many DM's, myself included, get really antsy when players start getting creative. More often than not, we err on the side of caution and teach players to stay within the mechanics because going outside the mechanics leads to very bad risk/reward loops. IOW, DM's often make things far too difficult, all in the name of "earning" the win. Which has a feedback loop that results in gunshy players who immediately turn to the ruleset for solutions because they actually know their odds of success and can judge actions accordingly. To put it simply - if the player wants to do a stunt of some sort that would result in dealing twice as much damage as normal, but the risk of failure is twice of normal, then there's no reason to actually do this stunt. The stunt should deal three times as much damage for twice the risk of failure. But, it's very, very rare that DM's will think that way, especially in the moment, in the middle of the game, when they don't really have time to properly reflect on things. [/QUOTE]
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