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You're doing what? Surprising the DM
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<blockquote data-quote="Celebrim" data-source="post: 6107131" data-attributes="member: 4937"><p>No, reading through your framing, I don't really have any problems with that. In fact, I'm seeing very little player proactivity, and that might be closer to my worry.</p><p></p><p>As DM, my bigggest concern on that is that I'd be afraid that the player would see the particular implementation - let's handwave what you are good at and by fiat force you to face something you aren't - as railroady. I'd be afraid of doing things that way without some OOC negotiation with the player, and I'd be afraid that OOC negotiation like that would be a time sink as well as detract from the experience of play. But, if you had high player consent from your players, then I suppose your fine.</p><p></p><p>As a player, my biggest concern is that it all feels just a little cheesy and gamey to me. I mean granted, this is just a summary of play, but things like the sinkhole swallowing me up at that exact moment would just blow my suspension of disbelief and also cause me to feel (together with the inescapable bang that start this all) that I really had no control over my character or the setting. It feels very much like a game that occurs inside a DM's wacky dream, and not really in a shared narrative space. I'd feel a bit jerked around by DM whim. But that's just a matter of taste I suppose, and it might not be true of how I'd actually experience your session.</p><p></p><p></p><p></p><p>Maybe. I would like to have seen a more natural chase develop, perhaps by giving the players a something that they wanted and make them chase it, or perhaps just avoid narrating the (as far as I can tell from this angle) entirely irrelevant temple robbery entirely and instead put them into a situation where they choose to escalate conflict on the basis of belief ("I will always rescue a damsel in distress."), followed by escalating by narrating, "Now you are in over your head in some form." Some of the chase scene development in say "Raiders of the Lost Arc" might inform this. </p><p></p><p></p><p></p><p>Not really. Unless the forest had been previously framed as "The Deadly Fire Swamp, from which no man escapes", or "The Haunted Forest" and the player was entering it 'eyes open', or there was something particular to forests that I thought I could tie to the overall adventure arc or a particular player's interest. But generally speaking, if a journey doesn't serve a purpose there isn't a lot of point in dwelling on it. Typically what I do here is check for wandering encounters, if there is roll for wandering encounters, and then decide quickly whether to actually have the wandering encounter based on whether I think it will be interesting for the players at this time. Wandering encounters serve a lot of different purposes, but one of the more usual ones is simply an aid to DM imagination.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6107131, member: 4937"] No, reading through your framing, I don't really have any problems with that. In fact, I'm seeing very little player proactivity, and that might be closer to my worry. As DM, my bigggest concern on that is that I'd be afraid that the player would see the particular implementation - let's handwave what you are good at and by fiat force you to face something you aren't - as railroady. I'd be afraid of doing things that way without some OOC negotiation with the player, and I'd be afraid that OOC negotiation like that would be a time sink as well as detract from the experience of play. But, if you had high player consent from your players, then I suppose your fine. As a player, my biggest concern is that it all feels just a little cheesy and gamey to me. I mean granted, this is just a summary of play, but things like the sinkhole swallowing me up at that exact moment would just blow my suspension of disbelief and also cause me to feel (together with the inescapable bang that start this all) that I really had no control over my character or the setting. It feels very much like a game that occurs inside a DM's wacky dream, and not really in a shared narrative space. I'd feel a bit jerked around by DM whim. But that's just a matter of taste I suppose, and it might not be true of how I'd actually experience your session. Maybe. I would like to have seen a more natural chase develop, perhaps by giving the players a something that they wanted and make them chase it, or perhaps just avoid narrating the (as far as I can tell from this angle) entirely irrelevant temple robbery entirely and instead put them into a situation where they choose to escalate conflict on the basis of belief ("I will always rescue a damsel in distress."), followed by escalating by narrating, "Now you are in over your head in some form." Some of the chase scene development in say "Raiders of the Lost Arc" might inform this. Not really. Unless the forest had been previously framed as "The Deadly Fire Swamp, from which no man escapes", or "The Haunted Forest" and the player was entering it 'eyes open', or there was something particular to forests that I thought I could tie to the overall adventure arc or a particular player's interest. But generally speaking, if a journey doesn't serve a purpose there isn't a lot of point in dwelling on it. Typically what I do here is check for wandering encounters, if there is roll for wandering encounters, and then decide quickly whether to actually have the wandering encounter based on whether I think it will be interesting for the players at this time. Wandering encounters serve a lot of different purposes, but one of the more usual ones is simply an aid to DM imagination. [/QUOTE]
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