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You're doing what? Surprising the DM
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<blockquote data-quote="JamesonCourage" data-source="post: 6125096" data-attributes="member: 6668292"><p>This all makes perfect sense to me. I agree.</p><p></p><p>Well, this ties into when I said things are player-driven, and that I have no plot in mind. I'm not trying to ever make them push harder, I'm just playing the world. Admittedly, it's a play style thing, but I'm not placing pressure on them just to place pressure on them. If there's pressure, it's because it 'makes sense' from more of a simulation-of-setting perspective.</p><p></p><p>*Slow clap* Wow, you brought this all around to the original post? Great job. Colored me impressed <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>But yes, I'm one of those "it doesn't make sense, so it probably doesn't work" GMs. Can that go overboard? I guess it depends on your play style. If I'm simulating what I think makes sense for my campaign setting, it's fairly easy for me. If, however, the group is playing in a more drama-focused style, then perhaps it is easy to go overboard. I'd agree with that.</p><p></p><p>Yeah, I agree with you. The question is one of play style; if something is that hard to do, I don't mind assigning that 9% chance of success. However, this isn't appropriate to all styles of play, and I can see how easily frustration could flow from players who aren't expecting this style of play. And, like you pointed out, I can see how GMs might think things aren't as punishing as they are, since that's likely an easier mistake to make than making things too easy. How many groups have had a party wipe under a new GM who accidentally misjudged enemies?</p><p></p><p>At any rate, great post (XP for you). Lots of meat to reply to, and, more importantly, for me to think about. Thanks for the thoughtful reply. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6125096, member: 6668292"] This all makes perfect sense to me. I agree. Well, this ties into when I said things are player-driven, and that I have no plot in mind. I'm not trying to ever make them push harder, I'm just playing the world. Admittedly, it's a play style thing, but I'm not placing pressure on them just to place pressure on them. If there's pressure, it's because it 'makes sense' from more of a simulation-of-setting perspective. *Slow clap* Wow, you brought this all around to the original post? Great job. Colored me impressed :) But yes, I'm one of those "it doesn't make sense, so it probably doesn't work" GMs. Can that go overboard? I guess it depends on your play style. If I'm simulating what I think makes sense for my campaign setting, it's fairly easy for me. If, however, the group is playing in a more drama-focused style, then perhaps it is easy to go overboard. I'd agree with that. Yeah, I agree with you. The question is one of play style; if something is that hard to do, I don't mind assigning that 9% chance of success. However, this isn't appropriate to all styles of play, and I can see how easily frustration could flow from players who aren't expecting this style of play. And, like you pointed out, I can see how GMs might think things aren't as punishing as they are, since that's likely an easier mistake to make than making things too easy. How many groups have had a party wipe under a new GM who accidentally misjudged enemies? At any rate, great post (XP for you). Lots of meat to reply to, and, more importantly, for me to think about. Thanks for the thoughtful reply. As always, play what you like :) [/QUOTE]
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