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You're doing what? Surprising the DM
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<blockquote data-quote="Nagol" data-source="post: 6098449" data-attributes="member: 23935"><p>I see the hireling scene as an attempt at exploratory / mystery play. One or more of these options comes with consequences. Try to find out what -- or not and accept the eventual complications. </p><p></p><p></p><p></p><p>There are abilities in D&D that I would certainly interpret that way -- <em>Teleport</em> and <em>Shadow Walk</em> being chief among them. As a GM I would interpret acquiring and riding a giant centipede as a way to engage the desert rather than transition from the desert and try to find a reason to expand the interaction between the group and the desert . It is harder to try to run scene framing in D&D which is why I don't use the rule set when I want a narrative or player collaborative game.</p><p></p><p>Again the DM framed the scene for purpose -- either for exploratory play, in which case a player trying to signal using in-game resources is bound to fail -- or for another goal that moves the narrative forward, exposes a character attribute, tests a limit, or whatever. In which case a player univolved signaling would definitely be ignored by me. Thanks for you feedback, this isn't for you.</p><p></p><p></p><p></p><p>Probably becase I never said the second. The second can be implied in the game and setting. I had one group of adventurers who heard stories of a lost city in the forest at level 4 and swore to find it then and there. The world was known to be status quo and they soon found themselves outclassed by the encounters as they penetrated the jungle. If they somehow skipped a few dozen miles forward, they woiuld have been encountering EL 14 challenges.</p><p></p><p></p><p></p><p></p><p></p><p>Here I think we saying the same thing with different words.</p><p></p><p></p><p></p><p>It also means if this is the preferred manner to run a table then the tale should look for a game that better expresses that desire. For cues to work at all well they need to be lifted outside the game world and become conversation between participants. The signal to noise ratio and possible underlying reasons point in too many directions for clarity to exist.</p><p></p><p></p><p></p><p>Maybe, maybe not. If a character has a a Relationship with a secret society and one or all the potential hirelings are in that society, I can see it playing out, for example. Or if there is a belief "women must be protected" and the egalitaion society brings half the potential recruits as female, you have a another reason. It's not so much if the characters has a link to the scene so much as how the scene can link to the characters.</p><p></p><p>D&D also comes with a huge amount of implied exploratory play. Unless the table has deliberately and purposfully excluded such play from the game, the DM is perfectly right to expect exploratory engagement. It's part of the package of the game system.</p><p></p><p>Think about how well BW would work if a player refused to engage the belief system.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6098449, member: 23935"] I see the hireling scene as an attempt at exploratory / mystery play. One or more of these options comes with consequences. Try to find out what -- or not and accept the eventual complications. There are abilities in D&D that I would certainly interpret that way -- [I]Teleport[/I] and [I]Shadow Walk[/I] being chief among them. As a GM I would interpret acquiring and riding a giant centipede as a way to engage the desert rather than transition from the desert and try to find a reason to expand the interaction between the group and the desert . It is harder to try to run scene framing in D&D which is why I don't use the rule set when I want a narrative or player collaborative game. Again the DM framed the scene for purpose -- either for exploratory play, in which case a player trying to signal using in-game resources is bound to fail -- or for another goal that moves the narrative forward, exposes a character attribute, tests a limit, or whatever. In which case a player univolved signaling would definitely be ignored by me. Thanks for you feedback, this isn't for you. Probably becase I never said the second. The second can be implied in the game and setting. I had one group of adventurers who heard stories of a lost city in the forest at level 4 and swore to find it then and there. The world was known to be status quo and they soon found themselves outclassed by the encounters as they penetrated the jungle. If they somehow skipped a few dozen miles forward, they woiuld have been encountering EL 14 challenges. Here I think we saying the same thing with different words. It also means if this is the preferred manner to run a table then the tale should look for a game that better expresses that desire. For cues to work at all well they need to be lifted outside the game world and become conversation between participants. The signal to noise ratio and possible underlying reasons point in too many directions for clarity to exist. Maybe, maybe not. If a character has a a Relationship with a secret society and one or all the potential hirelings are in that society, I can see it playing out, for example. Or if there is a belief "women must be protected" and the egalitaion society brings half the potential recruits as female, you have a another reason. It's not so much if the characters has a link to the scene so much as how the scene can link to the characters. D&D also comes with a huge amount of implied exploratory play. Unless the table has deliberately and purposfully excluded such play from the game, the DM is perfectly right to expect exploratory engagement. It's part of the package of the game system. Think about how well BW would work if a player refused to engage the belief system. [/QUOTE]
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