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You're doing what? Surprising the DM
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<blockquote data-quote="chaochou" data-source="post: 6110649" data-attributes="member: 99817"><p>Why are you asking me? I thought I'd made it clear - you'd have to ask the five of us. When I run, finding out how the game proceeds is why we play. I don't need, or even want, to know that in advance.</p><p></p><p>The wizard's wants, the cleric wants, the fighter wants... this is just 'huh?'. Are you saying this is this due to:</p><p></p><p>a) a fundamental playstyle difference?</p><p>b) player-authored goals for the characters?</p><p></p><p>If it's (b) why would I need to be involved? I've already told you how I establish a situation where the players have all the authority and information they need to take action. So two of the characters are in a conflict. Great. Let them play it. See where it goes.</p><p></p><p>If this is D&D and I need a formal resolution system, maybe I give players 'argument HP' of WIS. Each 'round' they both get to state something and both get to react to the other. Both statement and rejoinders are now true. Previously established facts cannot be altered. Contested dice rolls using the 'skill' associated with the statement, winner does 2D6 + CHA dmg to the other argument. Reroll ties. Like this:</p><p></p><p>F: We'll never make it up the cliffs to that lighthouse (athletics) vs W: The scrolls speak of a secret path to the lighthouse guarded by unseen dangers (Arcana)</p><p></p><p>W: Anyway, the fuel we need for the ship is in the lighthouse (Diplomacy) vs F: But I've heard dark tales of the Mistress of the Lighthouse, a terrible demoness (Religion).</p><p></p><p>It's rough and ready, but it took two minutes to make that system up - an ultra-simple BW Duel of Wits hack and my friends would be so down with it I want to be there seeing what they'd say instead of typing. Even if you lose you get to add your own cool craziness to the situation. Towering cliffs, a secret guarded path and a terrible demoness. No fun there then.</p><p></p><p>But anyway, if it's (a) why is it my job to fix?</p><p></p><p>What I wouldn't do is set up a game whose central feature is that one player has a magic teleporting-plane-shifting-time-travelling Tardis which only they can work unless the other players were fully on board with being the Doctor's sidekicks. They agree that authority relationship between them, and if that wasn't cool at the outset I don't have a magic wand to walk into this pre-created mess and fix other people's dumb ideas.</p></blockquote><p></p>
[QUOTE="chaochou, post: 6110649, member: 99817"] Why are you asking me? I thought I'd made it clear - you'd have to ask the five of us. When I run, finding out how the game proceeds is why we play. I don't need, or even want, to know that in advance. The wizard's wants, the cleric wants, the fighter wants... this is just 'huh?'. Are you saying this is this due to: a) a fundamental playstyle difference? b) player-authored goals for the characters? If it's (b) why would I need to be involved? I've already told you how I establish a situation where the players have all the authority and information they need to take action. So two of the characters are in a conflict. Great. Let them play it. See where it goes. If this is D&D and I need a formal resolution system, maybe I give players 'argument HP' of WIS. Each 'round' they both get to state something and both get to react to the other. Both statement and rejoinders are now true. Previously established facts cannot be altered. Contested dice rolls using the 'skill' associated with the statement, winner does 2D6 + CHA dmg to the other argument. Reroll ties. Like this: F: We'll never make it up the cliffs to that lighthouse (athletics) vs W: The scrolls speak of a secret path to the lighthouse guarded by unseen dangers (Arcana) W: Anyway, the fuel we need for the ship is in the lighthouse (Diplomacy) vs F: But I've heard dark tales of the Mistress of the Lighthouse, a terrible demoness (Religion). It's rough and ready, but it took two minutes to make that system up - an ultra-simple BW Duel of Wits hack and my friends would be so down with it I want to be there seeing what they'd say instead of typing. Even if you lose you get to add your own cool craziness to the situation. Towering cliffs, a secret guarded path and a terrible demoness. No fun there then. But anyway, if it's (a) why is it my job to fix? What I wouldn't do is set up a game whose central feature is that one player has a magic teleporting-plane-shifting-time-travelling Tardis which only they can work unless the other players were fully on board with being the Doctor's sidekicks. They agree that authority relationship between them, and if that wasn't cool at the outset I don't have a magic wand to walk into this pre-created mess and fix other people's dumb ideas. [/QUOTE]
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