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[WotC's recent insanity] I think I've Figured It Out
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<blockquote data-quote="MrMyth" data-source="post: 5423585" data-attributes="member: 61155"><p>DMG, pg 12: "<span style="font-size: 10px"><span style="font-size: 10px">Being a referee means that the DM stands as a mediator between the rules and the players. <strong>A player tells the DM what he wants to do</strong>, and the DM responds by telling the character what kind of check to make and mentally setting the target number."</span></span></p><p> </p><p><span style="font-size: 10px"><span style="font-size: 10px">DMG, pg 20: "<span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px">Once you’re done describing the area, <strong>the players tell you what their characters want to do</strong>... <span style="font-size: 10px"><span style="font-size: 10px"><strong>Your job here is to listen to what </strong></span><span style="font-size: 10px"><strong>the players want to do</strong> and identify how to resolve their actions."</span></span></span></span></span></span></span></span></p><p> <span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"></span></span></span></span></span></span></span></p><p style="text-align: left"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px">DMG, pg 74, 'Running a Skill Challenge': "<span style="font-size: 10px"><span style="font-size: 10px">You describe the environment, <strong>listen to the players’ responses</strong>, let them make their skill checks, and narrate the results... <span style="font-size: 10px"><span style="font-size: 10px">Sometimes, a player tells you, 'I want to make a </span></span></span></span></span><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px">Diplomacy check to convince the duke that helping us is in his best interest.' That’s great—<strong>the player has told you what she’s doing</strong> and what skill she’s using to do it. Other times, a player will say, 'I want to make a Diplomacy check.' In such a case, prompt the player to give more information about <strong>how the character is using that skill</strong>."</span></span></span></span></span></p><p></span></span></span></span></span></span></span></p><p style="text-align: left"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-size: 10px"></p><p></span><p style="text-align: left"></p><p></span><p style="text-align: left"></p><p></span><p style="text-align: left"></p><p></span><p style="text-align: left"></p><p></span><p style="text-align: left"></p><p></span><p style="text-align: left"></p><p></span><p style="text-align: left">DMG, pg 101, 'Building an Adventure': "<span style="font-size: 10px"><span style="font-size: 10px"><strong>Player</strong> <strong>and character choices must matter in a good adventure</strong>... You must give the players enough information, even in simple situations, for them to <strong>make meaningful decisions</strong>."</span></span></p><p></p><p style="text-align: left"><span style="font-size: 10px"><span style="font-size: 10px">DMG2, pg 11-12, "<span style="font-size: 10px"><span style="font-size: 10px">Strongly plotted adventures <strong>provide players with multiple opportunities to make decisions</strong> that insert branch points into the story... <span style="font-size: 10px"><span style="font-size: 10px">Sometimes, players make unexpected choices, forcing you to improvise a suitable response. A DM who prefers to prepare every encounter before starting an adventure might try to nullify the players' choice, encouraging their return to the preplanned set of obstacles. DMs who like to improvise might use these unanticipated decision branches as opportunities to <strong>allow the players to take the story in a new direction</strong>."</span></span></span></span></span></span></p><p></p><p style="text-align: left">DMG2, pg 83, "<span style="font-family: 'Times New Roman'"><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"><strong><span style="font-family: 'Verdana'">Like combat encounters, skill challenges </span><span style="font-family: 'Verdana'">work best when you and the players want one to </span></strong><span style="font-family: 'Verdana'"><strong>happen</strong>.</span></span></span></span></span></p><p></p><p style="text-align: left"><span style="font-family: 'Times New Roman'"><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-family: 'Verdana'">Let's say you designed a combat encounter for your </span><span style="font-family: 'Verdana'">next adventure. The characters need to cross a bridge, </span><span style="font-family: 'Verdana'">and there's a big, hungry troll in their way. Time for a </span><span style="font-family: 'Verdana'">fight!</span></span></span></span></span></p><p></p><p style="text-align: left"><span style="font-family: 'Times New Roman'"><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-family: 'Verdana'">That is, unless <strong>the players decide</strong> to sneak around </span><span style="font-family: 'Verdana'">the troll or bribe it with a cask of fine ale. A good </span><span style="font-family: 'Verdana'">DM knows that <strong>sometimes it's best to take the party's </strong></span><span style="font-family: 'Verdana'"><strong>crazy plan and run with it</strong>, especially if the players </span><span style="font-family: 'Verdana'">back up their ideas with a few rolls of 20 on Stealth or </span><span style="font-family: 'Verdana'">Diplomacy checks. A good DM thinks on his feet and </span><span style="font-family: 'Verdana'">rewards clever, interesting ideas.</span></span></span></span></span></p><p></p><p style="text-align: left"><span style="font-family: 'Times New Roman'"><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"><span style="font-size: 10px"><span style="font-family: 'Verdana'">The same logic applies to skill challenges. Is there </span><span style="font-family: 'Verdana'">a chance that a really good idea could completely </span><span style="font-family: 'Verdana'">trump your skill challenge? Don't fret! That's a good </span><span style="font-family: 'Verdana'">thing. D&D is a game about creativity and imagination<strong>. </strong></span><span style="font-family: 'Verdana'"><strong>If there's only one specific, scripted path to </strong></span><span style="font-family: 'Verdana'"><strong>success, you've lost what makes D&D fun</strong>. When you </span><span style="font-family: 'Verdana'">build a skill challenge, <strong>be prepared for it to head in a </strong></span><span style="font-family: 'Verdana'"><strong>direction you didn't anticipate</strong> or for the party to fail </span><span style="font-family: 'Verdana'">utterly. That way, the game moves on regardless of </span><span style="font-family: 'Verdana'">what happens with the challenge."</span></span></span></span></span></p></blockquote><p></p>
[QUOTE="MrMyth, post: 5423585, member: 61155"] DMG, pg 12: "[SIZE=2][SIZE=2]Being a referee means that the DM stands as a mediator between the rules and the players. [B]A player tells the DM what he wants to do[/B], and the DM responds by telling the character what kind of check to make and mentally setting the target number."[/SIZE][/SIZE] [SIZE=2][SIZE=2]DMG, pg 20: "[SIZE=2][SIZE=2][SIZE=2][SIZE=2]Once you’re done describing the area, [B]the players tell you what their characters want to do[/B]... [SIZE=2][SIZE=2][B]Your job here is to listen to what [/B][/SIZE][SIZE=2][B]the players want to do[/B] and identify how to resolve their actions."[/SIZE] [LEFT][SIZE=2]DMG, pg 74, 'Running a Skill Challenge': "[SIZE=2][SIZE=2]You describe the environment, [B]listen to the players’ responses[/B], let them make their skill checks, and narrate the results... [SIZE=2][SIZE=2]Sometimes, a player tells you, 'I want to make a [/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][SIZE=2][SIZE=2][SIZE=2][SIZE=2][SIZE=2]Diplomacy check to convince the duke that helping us is in his best interest.' That’s great—[B]the player has told you what she’s doing[/B] and what skill she’s using to do it. Other times, a player will say, 'I want to make a Diplomacy check.' In such a case, prompt the player to give more information about [B]how the character is using that skill[/B]."[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/LEFT] [LEFT][/LEFT][/SIZE][LEFT][/left][/SIZE][LEFT][/left][/SIZE][LEFT][/left][/SIZE][LEFT][/left][/SIZE][LEFT][/left][/SIZE][LEFT][/left][/SIZE][LEFT]DMG, pg 101, 'Building an Adventure': "[SIZE=2][SIZE=2][B]Player[/B] [B]and character choices must matter in a good adventure[/B]... You must give the players enough information, even in simple situations, for them to [B]make meaningful decisions[/B]."[/SIZE][/SIZE][/LEFT] [LEFT][SIZE=2][SIZE=2]DMG2, pg 11-12, "[SIZE=2][SIZE=2]Strongly plotted adventures [B]provide players with multiple opportunities to make decisions[/B] that insert branch points into the story... [SIZE=2][SIZE=2]Sometimes, players make unexpected choices, forcing you to improvise a suitable response. A DM who prefers to prepare every encounter before starting an adventure might try to nullify the players' choice, encouraging their return to the preplanned set of obstacles. DMs who like to improvise might use these unanticipated decision branches as opportunities to [B]allow the players to take the story in a new direction[/B]."[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/LEFT] [LEFT]DMG2, pg 83, "[FONT=Times New Roman][SIZE=2][FONT=Times New Roman][SIZE=2][B][FONT=Verdana]Like combat encounters, skill challenges [/FONT][FONT=Verdana]work best when you and the players want one to [/FONT][/B][FONT=Verdana][B]happen[/B].[/FONT][/SIZE][/FONT][/SIZE][/FONT][/LEFT] [LEFT][FONT=Times New Roman][FONT=Times New Roman][SIZE=2][SIZE=2][FONT=Verdana]Let's say you designed a combat encounter for your [/FONT][FONT=Verdana]next adventure. The characters need to cross a bridge, [/FONT][FONT=Verdana]and there's a big, hungry troll in their way. Time for a [/FONT][FONT=Verdana]fight![/FONT][/SIZE][/SIZE][/FONT][/FONT][/LEFT] [LEFT][FONT=Times New Roman][FONT=Times New Roman][SIZE=2][SIZE=2][FONT=Verdana]That is, unless [B]the players decide[/B] to sneak around [/FONT][FONT=Verdana]the troll or bribe it with a cask of fine ale. A good [/FONT][FONT=Verdana]DM knows that [B]sometimes it's best to take the party's [/B][/FONT][FONT=Verdana][B]crazy plan and run with it[/B], especially if the players [/FONT][FONT=Verdana]back up their ideas with a few rolls of 20 on Stealth or [/FONT][FONT=Verdana]Diplomacy checks. A good DM thinks on his feet and [/FONT][FONT=Verdana]rewards clever, interesting ideas.[/FONT][/SIZE][/SIZE][/FONT][/FONT][/LEFT] [LEFT][FONT=Times New Roman][FONT=Times New Roman][SIZE=2][SIZE=2][FONT=Verdana]The same logic applies to skill challenges. Is there [/FONT][FONT=Verdana]a chance that a really good idea could completely [/FONT][FONT=Verdana]trump your skill challenge? Don't fret! That's a good [/FONT][FONT=Verdana]thing. D&D is a game about creativity and imagination[B]. [/B][/FONT][FONT=Verdana][B]If there's only one specific, scripted path to [/B][/FONT][FONT=Verdana][B]success, you've lost what makes D&D fun[/B]. When you [/FONT][FONT=Verdana]build a skill challenge, [B]be prepared for it to head in a [/B][/FONT][FONT=Verdana][B]direction you didn't anticipate[/B] or for the party to fail [/FONT][FONT=Verdana]utterly. That way, the game moves on regardless of [/FONT][FONT=Verdana]what happens with the challenge."[/FONT][/SIZE][/SIZE][/FONT][/FONT][/LEFT] [/QUOTE]
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