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| #1CFKMar 31, 2015 23:36:09 | I'm having some players that ask "Can I do this and that" a couple of times a session. Sometimes it's because the situation isn't fully clear but most of the times it's to (my guess) try to get a reading of what i'm ruling on forehand.
Example: If a player asks if he/she could jump of a cliff, and i say it's >10ft so there would be a save and/or damage, it's because the situation isn't fully clear (Although if I don't mention the save/damage it might turn into another question).
If a player asks during combat if he/she could move a certain way or try to fight in another way (Poke out an eye or something like that) they ask if he/she can... My reaction is, 9 out of 10 times, "yes, but are you going to?".
IRL you don't always know how hard a skill is going to be without first trying it. I don't know how hard it's going to be to poke out an eye of a raging half orc barby because i've never done it...
So what i'm trying to ask, what do you, the general public of DnD people, do when players ask you if they can do something a couple of times instead of trying to do it. |
| #2pukunuiMar 31, 2015 23:54:03 | iserith will tell you not to let the players ask questions of you during play. Instead, they should make declarative statements only. For instance, if your PC is in a room and you want to know if there are any other exits, you shouldn't ask the DM, "Are they any exits from this room?" but rather state "I scan the room for exits".
I find this approach appealing, and I've managed to get my players to buy-in on it .. in theory at least. I've little doubt that they still ask me questions - and that I still answer them - out of habit. I'm going to have to make an effort to pay better attention to that sort of thing during any given session. |
| #3PsikerlordApr 01, 2015 1:38:45 | I ask lots of questions as a player, and am fine having players ask me as DM.
As the OP suggests, they just want more info to make a meaningful decision. |
| #4AaronOfBarbariaApr 01, 2015 2:29:16 | If a player asks me for more information, I gladly provide it. Questions such as "You said there was a ledge - is it high enough to cause some falling damage?" or "How is that NPC dressed?" that are seeking details that I either forgot to mention or didn't think would be important enough to describe without someone asking for the info, are always allowed, and encouraged.
If a player asks me for permission to try something, they get only one answer: "You can try anything that you want to, so what do you do?" Questions such as "Can I disarm that wight?" or "Can I poke this orc in the eye?" aren't actually helpful in my opinion - the player attempting to gauge their chance of success without commiting to trying serves no purpose in my experience but to slow down the gameplay, and result in the player not actually trying most of these hypothetical actionss because their chance of success is a little lower than some other action's chance would be or the resulting effect doesn't seem as clearly beneficial as, for example, just attacking normally. |
| #5TheLarchApr 01, 2015 3:42:02 | I encourage questions and that players share their considerations in the open. Makes it easier for the DM to describe relevant facts that enables the players to make the right call. Questions askiing for permission I always interpret as in fact asking if there is any obvious cirsumstances that prevents this particular coarse of action eg "Can I poke the orc in the eye?" - could be either "Yes you can try - that would be opposing dex checks" or it could also be "Sorry no, the orcs helmet would prevent you from doing that"
With questions you avoid situations where the players feel that the DM have omitted relevant facts (like that the orc was wearing a helmed covering the eyes) because the DM did not know that the player had in mind. |
| #6TheNovaLordApr 01, 2015 4:23:03 | It is the modern way in many games Don't ask the GM if you can do something......just do it, roll the bones if needed, live with both triumph, failure and consequence One reason I have left PF as it is a game of permissions........mother may I, I think they call it
The 5th is liberating, so liberate yourself!!!! |
| #7alienuxApr 01, 2015 6:14:48 | If players are asking "can I do (fill in the blank)," I just say, "You can try to do anything you want. I'll let you know how it turns out when you do." |
| #8iserithApr 01, 2015 6:48:11 |
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| #9Ralif_RedhammerApr 01, 2015 7:32:11 | This, definitely. The PCs can try anything. It might be next to impossible, but if they pull it off, that’s what stories are made of.
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| #10Coredump00Apr 01, 2015 7:45:28 | People seem to equate "don't ask questions" with "Do things blind" or "never gather information" and that isn't correct.
An adventurer, particularly a trained fighter-type, *should* have some idea if he can disarm a wight or poke an orc in the eye, and the player has a 'right' to that information. The trick is to gather it without asking "How hard is it to poke him in the eye?" Perhaps "I compare my weapon to his helmet and stance to determine how hard it seems to take his eye out." Now the DM can follow up with a description that provides some information. It moves it from a 'Q&A puzzle session' to 'describing a roleplaying fiction'. Don't get me wrong, I like the puzzle solving aspect of the game, but I want the puzzles to be part of the RPG, not separate from it.
There should be a middle ground between a series of questions, and having to just take the action blind. Some of my worst game experiences were times when the DM allowed the PC to do things that the PC would have never tried. (Basically, the DM and I had different ideas on how difficult the task would be, but the *PC* would have known) |
| #11ChrisTheSApr 01, 2015 7:54:49 | Because I'm a heavily improvisational GM, I usually don't bother determining the difficulty of actions - I just hear the die result and decide on the spot 'that seems about right' or 'that seems close, but not close enough' or 'that's way off'. If people ask me how difficult something is before they do it, they're shooting themselves in the foot because then I'm going to decide on the difficulty ahead of time.
Now, if they ask me to clarify something about the environment (especially if they do it with leading questions about what they want such as "is there a half-full slop bucket in the corner of the common room"), or if they just add the thing they want to the description of their action, I'm more likely to think that their eventual action should be easier because of the circumstances and judge their roll more favorably. So it's in my players' best interests to be proactive in that regard. |
| (Reply to #10)AaronOfBarbaria |
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| #13sleypyApr 01, 2015 12:39:46 | Interesting question.
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| (Reply to #41)Kazadvorn |
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| #43iserithApr 03, 2015 13:47:13 |
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| #44sirkaikillah11Apr 03, 2015 13:49:08 | I get both from my players. Is it possible to Dm both types of play?
I just have the same issues some dms have when a player asks if they can do something. Some times I give them the information Player "Can I jump through the window?" DM "Yes". Player, "Can I shoot the elf peaking arround the corner?" DM "Maybe? Do you try?" Sometimes I will just ask them to try.
As a Dm I would rather have my players declare what they want to do. It makes it easier for me, I know what the player wants to do and can adjudicate. When they start asking questions, a Dm has to guess at what the player wants to do, that can be frustrating. But I run a big group of ten players with various styles, temperment and personalities. People proccess information differently. For some they will have to ask questions before they declare an action. That s thier proccess. As a Dm I am capable of accomodating such players and have no problem doing so. |
| #45mbeacomApr 03, 2015 13:49:11 |
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| #46mbeacomApr 03, 2015 13:52:17 |
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| (Reply to #33)AquaticSpaceChicken |
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| (Reply to #15)Kazadvorn |
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| #49iserithApr 03, 2015 14:03:55 |
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| #50iserithApr 03, 2015 14:15:41 |
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| (Reply to #49)mbeacom |
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| #52iserithApr 03, 2015 14:18:45 |
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| #53mbeacomApr 03, 2015 14:21:31 |
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| #54iserithApr 03, 2015 14:24:20 |
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| #55iserithApr 03, 2015 14:31:24 |
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| (Reply to #54)mbeacom |
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| #57bawylieApr 03, 2015 14:58:39 | I'm seeing a difference in kinds of questions. Some ask for clarification of established facts. Some preemptively seek permission to act.
The first of these amounts to the same whether presented declaratively or inquisitively. "I check for exits." "Are there exists?" are functionally the same thing, just differences of stance.
But "Can I bribe the guard?" "Can I stab that guy in the eyes?" are process questions seeking ratification via system.
I don't care one way or the other about the first set. The second set is wimpy. Be metal or stop adventuring. ::flex:: |
| (Reply to #57)mbeacom |
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| (Reply to #50)AquaticSpaceChicken |
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| #60iserithApr 03, 2015 15:15:19 |
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| #61iserithApr 03, 2015 15:17:38 |
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| (Reply to #58)bawylie |
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| #63iserithApr 03, 2015 15:27:33 |
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| (Reply to #63)bawylie |
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| #65cowleymenApr 03, 2015 15:47:48 |
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| #66mbeacomApr 03, 2015 15:56:55 |
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| (Reply to #66)AaronOfBarbaria |
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| #68mbeacomApr 03, 2015 17:36:53 |
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| #69OrethalionApr 03, 2015 22:45:40 |
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| (Reply to #69)FrogReaver |
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| (Reply to #62)Kazadvorn |
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| #72OrethalionApr 04, 2015 5:22:01 |
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| #73SanndorApr 04, 2015 6:07:40 | So first let me say that I am new to DMing. In fact I would say I am relatively new to role-playing games having just started back to playing not too long ago after not having played since Original D&D when I was a kid. Some friends and I played through a pathfinder campaign and then 5e, I was a player for that. I decided to try my hand at DMing and to test the waters I set up a short 2 session dungeon. I aspire to run a game like Iserith, I am like a jonsing crack addict every week waiting for the Summer at the lake transcripts to post. We are about to start a full campaign with me as DM and I have set up some really good ideas and plan to run a bit more of a sandbox type game with no hard set story, but rather a general starting point and theme and let the players create the story as we go.
So we started the short sessions and I came to a realisation, it really comes down to trust. At the start of the short dungeon the players asked if they could do things every turn. They were used to playing in an environment where they would want to do things or come up with ideas and the DM would often tell them no. I instead went with a different viewpoint and continually told them that they could do anything, tell me what it is and I will narrate it. After a few times of timidly saying "can I do X?" I would say "you can do anything you want, tell me what it is you want to do." After a couple times I think they realized that they didn't have to ask, that I as a DM would not try to screw them over for trying something and that I would work with it. By the end, they were still asking if they could do stuff out of habit, but it was slowly getting better. At the start of the session they were affraid to try aything really, somewhere in the middle one of them asked if he could throw an octopus that was summoned by one of the other players on to the enemy. I let him with a roll to determine how it went and after that they started trying more and more fun stuff and asking less questions.
So I think it all comes down to trust between players and DM. If the players know that the DM is not gonna try to kill them or screw them over for trying something and instead try to make what they try either succeed or have an interesting outcome, they start to feel emboldened to do more and ask less. As I said I am new to this and I would guess it depends on your players but in my limited experience it seems to come down to being open to the ideas they come up with and working with them. |
| #74mbeacomApr 04, 2015 6:26:33 |
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| #75iserithApr 04, 2015 6:44:42 |
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| #76iserithApr 04, 2015 6:48:16 |
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| #77FrogReaverApr 04, 2015 10:35:27 | I approach the game from the persepctive that if my character knows something then I as a player also have the right to know what my character knows or doesn't know. It's impossible for me to play my character without that information.
Does my character have to do anything at all to notice whether a very large window is large enough for him to fit through or to know that city guards in this town are prone to bribes?
In the window case the DM has already told me I noticed the window. He failed to tell me if it was obviously large enough. My character shouldnt even have to look at the window and assess anything about it. My character already did that when you told me the window was there. He shouldn't need any extra action or effort on his part to get that information. I as the player just need the information about what my character already figured out.
In the guard case the DM has told me about a guard and if my character was familiar with the town at all he would instantly know whether the guards in that town are known for taking bribes. My character doesn't have to do any assessing or trying to remember about guards in that town, he knows or doesn't know without any extra action or effort on his part. I as the player just need the information about what my character already knows.
So I really don't understand the notion of having my character do extra stuff to get the information he already has. |
| #78OrethalionApr 04, 2015 10:46:41 |
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| (Reply to #77)mbeacom |
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| (Reply to #78)FrogReaver |
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| (Reply to #79)FrogReaver |
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| #82OrethalionApr 04, 2015 11:09:04 |
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| #83OrethalionApr 04, 2015 11:12:14 |
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| #84mbeacomApr 04, 2015 11:15:31 |
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| #85OrethalionApr 04, 2015 11:27:11 |
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| #86mbeacomApr 04, 2015 11:41:43 |
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| #87OrethalionApr 04, 2015 11:49:48 |
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| #88mbeacomApr 04, 2015 11:58:25 |
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| #89OrethalionApr 04, 2015 12:07:20 |
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| #90mbeacomApr 04, 2015 12:53:17 |
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| #91OrethalionApr 04, 2015 13:28:08 |
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| #92mbeacomApr 04, 2015 13:53:21 |
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| #93FrogReaverApr 04, 2015 13:58:33 | its funny how quickly threads devolve into arguments about terminology |
| #94OrethalionApr 04, 2015 14:03:20 |
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| #95OrethalionApr 04, 2015 14:03:57 |
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| #96mbeacomApr 04, 2015 14:37:45 |
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| #97mbeacomApr 04, 2015 14:51:25 |
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| #98OrethalionApr 04, 2015 15:15:07 |
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| #99paulstraitApr 04, 2015 15:20:21 | What difference does it make whether it is called a rule or a minigame? Those are labels or names. Who cares? The question is how best to conduct one's game. |
| #100mbeacomApr 04, 2015 15:25:02 |
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| #101OrethalionApr 04, 2015 15:27:51 |
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| #102OrethalionApr 04, 2015 15:31:38 |
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| #103paulstraitApr 04, 2015 15:45:07 |
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| #104mbeacomApr 04, 2015 15:59:01 |
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| #105mbeacomApr 04, 2015 16:00:27 |
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| #106PsikerlordApr 04, 2015 16:47:45 |
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| #107mbeacomApr 04, 2015 17:36:48 |
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| #108Coredump00Apr 04, 2015 17:40:19 | I am going to do my best to derail this mini-game vs rule terminology debate. The discussion was going pretty well until that became the topic....So.....
It *is true*.... that sometimes making the PC do something to get the information makes no sense. "I examine the wall to determine what color it is" Or because your PC should already know the information "I try and remember my mentor's name" Or because it is something the DM didn't adequately describe PC: I examine the window to see if I can easily fit through it DM: Oh yes, its 6' square
So yes, there *are* times where it seems a bit contrived, but..... there are still benefits
1) It means you don't have to think about which issues should be in-character, and which are okay to ask as the player 2) It keeps the game going in the headspace of 'being' the PC, instead of the headspace of 'watching' the PCs and environment 3) It keeps the story fiction going, instead of bouncing between the story and the mechanics
I think those searching for the (few) examples of when it feels goofy to gather the info in-character are doing themselves a disservice. Much of the benefits can't be 'proven' without trying it. I think if you give it an honest try, you will find more benefits than you may think.
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| #109paulstraitApr 04, 2015 17:50:06 |
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| #110Archon007Apr 04, 2015 18:22:22 |
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| #111mbeacomApr 04, 2015 19:03:03 |
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| #113iserithApr 04, 2015 20:25:45 |
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| #114iserithApr 04, 2015 20:28:22 |
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| #115FrogReaverApr 04, 2015 20:50:55 | iserith, not everyone is a perfect DM. Sometimes DM's don't frame scenes as well as they should. It happens.
With that said, as coredump pointed out sometimes making the PC do something to get the information makes no sense.
So in situations where it makes little sense for the PC to do something to get the information and the DM didn't frame the scene as well as it should have been is it okay at that point to ask questions for extra details to the DM? Or do you believe it is better to trudge through the same style and just phrase the questions as assesments that the PC's are trying to make eeven if some of those assessments make little sense coming from the PC perspective?
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| #116iserithApr 04, 2015 20:56:44 |
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| (Reply to #116)FrogReaver |
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| #118mbeacomApr 04, 2015 21:34:11 |
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| #119iserithApr 04, 2015 21:34:15 |
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| (Reply to #119)FrogReaver |
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| #121OrethalionApr 04, 2015 21:46:05 |
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| (Reply to #121)FrogReaver |
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| #123OrethalionApr 04, 2015 21:47:22 |
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| #124OrethalionApr 04, 2015 21:51:18 |
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| #125OrethalionApr 04, 2015 21:54:26 |
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| (Reply to #124)FrogReaver |
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| (Reply to #109)Coredump00 |
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| (Reply to #115)Coredump00 |
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| #129MechaPilotApr 04, 2015 22:12:55 |
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| (Reply to #117)Coredump00 |
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| #131OrethalionApr 04, 2015 22:23:39 |
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| (Reply to #130)FrogReaver |
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| #133ThunderspearApr 04, 2015 23:04:18 |
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| (Reply to #132)Coredump00 |
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| (Reply to #134)FrogReaver |
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| #136paulstraitApr 05, 2015 1:16:08 |
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| #137paulstraitApr 05, 2015 1:18:12 |
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| #138FrogReaverApr 05, 2015 1:28:10 | I dislike playing "mother may I" I dislike playing "assess obvious stuff" I dislike playing "20 questions"
I think theres a happy middle ground where sometimes asking permission is okay, where sometimes assessing things in character is okay and sometimes asking a few player to DM out of character questisons is okay too.
If any of these styles is done to an extreme I don't think I would enjoy the game. I think most players are alot like me in that regard. |
| #139FrogReaverApr 05, 2015 1:38:10 | iserith, I have a question.
I know you dislike when players ask alot of questions out of character. Would you also dislike it if the player constantly had his character "assessing" every little thing to make sure there wasn't some important detail you had either not told him or forgotten to tell him.
"I assess the window" "I assess the position of the guards" "I assess the possible paths to the window" "I assess the room for other exists" "I access the room for anything of value to take" "I assess the room for anything I could use a diversion" "I assess the room for anyone I can take as a hostage" "I assess the NPC's in the room to see what they are wearing" "I assess which NPC has the nicest clothes on" "I assess the room for anything that will be easy to start a fire with"... |
| #140iserithApr 05, 2015 5:46:22 | I dislike anything that is repetitive, boring, and doesn't contribute to the goals of play. Luckily, it's very easy to avoid such a situation.
You're really reaching here, FrogReaver. You were exerting yourself to find examples where what some are advocating doesn't make sense - when it's easy to make things make sense. Now you're straining to suggest a player somewhere somehow would choose to start nearly every sentence with "I assess" - when we all know that's ridiculous.
Keeping things in terms of fictional actions one's character takes, whether first or third person, that makes sense given the scene is very simple and rewarding. One wonders why you struggle so mightily to suggest it isn't. Ask all the questions you want in your game - go nuts! Just don't do it in mine. I have a different standard. |
| #141OrethalionApr 05, 2015 6:44:45 |
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| (Reply to #141)FrogReaver |
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| #144sirkaikillah11Apr 05, 2015 12:51:47 | I'm glad i don't have gms who are not syntax police. PLayer "How big is the window." DM, "You don't know does your pc check window." Player "Pc checks to see how big the window is." DM" Better your pc realizes it is two feet by two feet." As a Dm I could just skip the second step Player, "How big is the window?" DM "Window is 2 feet by 2 feet"
Why play this silly syntax game? I use both depending on how my players ask or describe wht thier pcs do. I see no reason to force some syntax rules on my players. Its just wierd to me, and distracts from the game.
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| #145mbeacomApr 05, 2015 18:24:14 |
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| #146mbeacomApr 05, 2015 18:30:21 |
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| (Reply to #146)Macv12 |
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| #148mbeacomApr 05, 2015 19:21:05 |
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| #149OrethalionApr 05, 2015 20:09:47 |
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| #152mbeacomApr 05, 2015 21:16:16 |
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| #153ThunderspearApr 05, 2015 21:25:53 | Would it really take that much effort to just say "I look at aforementioned window and size it up."?
Where's the confusion here?
If the DM failed to describe how big the window is, it doesn't matter if your character knows he can fit through it. You, the player, don't! That's why you need to ask.
If the DM described how big the window was, then both the player and the character know how big the window is. Whether the character can fit through it is up to a Dexterity check, or if the window has been described as enormous or as an arrow slit, use common sense.
If the DM described how big the window is and suggests that your character can't/might be able to fit through it, there's no issue.
Pelor's beard, it's almost as if I'm suggesting the players and DM communicate with each other! |
| #154mbeacomApr 05, 2015 21:39:16 |
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| (Reply to #153)sirkaikillah11 |
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| #156OrethalionApr 05, 2015 21:51:18 |
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| #159mbeacomApr 05, 2015 22:10:55 |
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| #160mbeacomApr 05, 2015 22:11:58 |
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| (Reply to #157)FrogReaver |
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| #162mbeacomApr 05, 2015 22:38:54 |
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| #163iserithApr 06, 2015 5:42:22 |
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| #164mbeacomApr 06, 2015 6:56:21 |
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| #165OrethalionApr 06, 2015 7:02:29 |
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| #166OrethalionApr 06, 2015 7:13:43 |
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| #167iserithApr 06, 2015 7:29:39 |
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| #168mbeacomApr 06, 2015 7:45:12 |
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| #169bawylieApr 06, 2015 7:54:04 | Both the window and minigames arguments are beat.
The difference between asking to clarify a detail and asking whether an action will work before its attempted is obvious.
"How big is the window" is as legit as "You said the Orc was far - is that bowshot or unreachable?" These types of questions seek to make sure an avenue of action is open. You ask because you don't want an auto fail simply because you misunderstood the situation.
Thats very different than asking whether or not escaping through the window will work. Or if bribing the guard will work. Or worse, asking If you "can" do those things.
So let's revisit the window. I, your DM, describe a high ceiling-ed room with a window facing a garden. The spit hits the fan in this room as all occupants engage in an insane debate over semantics and logical fallacies. You, the player, deciding leaping out a window is preferable to enduring any more pedantry, declare "I need to escape this room."
"Ok," I say, "And how do you go about that?"
"You mentioned a window? Is it big enough to leap through?" (Note you've now given me an intent "escape" and an approach "through the window.")
Having both your intent and approach, I tell you what your character knows. "This is a small window. You are a medium creature. You can squeeze through but someone might try to stop you. Make a Dex check DC 10. If you succeed, you make it through. If you fail, you're sucked back into a stupid argument. What do you do?"
----- This is all very different than asking whether or not escape is possible. In the first instance, we have a clear goal and approach, and we just need a detail clarified. In the second instance, we have a player ask whether or not a goal is valid. That's crap. For 2 reasons. 1, reasonable courses of action should be clear from the DM's description. And 2, I don't want to be mother in the game of mother may I any more than I want to ask mother may I. |
| #170mbeacomApr 06, 2015 8:13:00 |
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| #171iserithApr 06, 2015 8:36:16 |
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| (Reply to #169)FrogReaver |
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| (Reply to #171)bawylie |
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| #174iserithApr 06, 2015 9:10:04 |
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| (Reply to #171)FrogReaver |
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| #176bawylieApr 06, 2015 9:20:35 | I'm not confusing them. I'm drawing a distinction between codified game action and RP stance: Passive vs dynamic. |
| (Reply to #173)FrogReaver |
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| #178bawylieApr 06, 2015 9:47:15 | First, he's not forcing anything.
Second, nobody's taking anything away and there is no need for an alternative process of any kind.
These incidental clarifications are being discussed in terms of stance. Ideally, perfect information will be conveyed and understood perfectly at all times. But since that'll never happen, we turn to a preferred stance to handle recurring ambiguities.
Lets say we have a passive stance in which you ask for clarification. A directorial stance in which you clarify it yourself ("I do fit the window, so I jump through"). An active stance in which you assert an in-world activity that leads you to more info. On the DM side, an assumed accommodation, in which the answer to any ambiguity is resolved in favor of the player. Adverse accommodation or obstacle in which all ambiguities are resolved to the players' detriment. And an honest or let's say consistent resolution in which things are factually what and where and why they are without regard to the players' relationship to the game. And then another blended stance incorporating all of these.
Me? I resolve ambiguities in favor of the player - every time. Iserith? He prefers the players to take dynamic action. Others are cool with the questions.
None of these are fundamental mandates about how you must play, they're just contrivances that paper over our inability to perfectly communicate so we can move the damn game along. Each person chooses the stance that they feel is best. Each stance has merits, but it's down to a) preference and b) style in service of resolving unclear details. |
| #179mbeacomApr 06, 2015 9:48:14 | In my view...
No Good: "Can I bribe the guard?"
No Good: "After talking to him about fines and levies due for law-breaking, I try to get a read on the guard to see if he's open to being bribed."
Good: Player to DM: "I'm gonna try to bribe this guard. What's his demeanor?" (Statement of intent and request for information that should have already been obvious to the character) DM: "Go for it. Tired, maybe a little bored." Player, in character: "Hey Guard, why the long face?" Either DM, in character (guard is not bribable): "Move along peasant." or DM, in character (guard is amenable to a bribe): "Wha? Oh, hmmm, been standing here all day, feet are killing me." Player, in character: "Well, can't be all bad, surely being in this spot all day, there's a way to make a few...copp...uh, I mean silvers...on the side?" DM, in character: "Heh, yeah, I wish." Player, in character, under their breath, "Well well, you don't say" Rubs hands together and grins over his should to his friends standing nearby.
To me, the first two no-goods are the same. IMO both amount to a player trying to feel out the DM for what they can do without any actual RP. Stating the thing in character (as if RP actually happened) doesn't change anything for me. Just feels like a gimmick to conceal the same type of request. The "I try to get a read" is like an annoying blinking light similar to "I assess" or "I attempt to gauge".
To be clear. I'm not saying anyone else should do this or even try it. (though they can if they wish). I'm simply explaining my opinion and trying to give an example to clarify.
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| #180iserithApr 06, 2015 9:52:36 |
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| (Reply to #169)sirkaikillah11 |
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| #182sirkaikillah11Apr 06, 2015 10:57:45 | so 100 questions is a game but so is D&D |
| (Reply to #180)FrogReaver |
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| #184OrethalionApr 06, 2015 11:13:57 |
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| #185iserithApr 06, 2015 11:23:21 |
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| #186iserithApr 06, 2015 11:30:07 |
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| (Reply to #185)FrogReaver |
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| #188sirkaikillah11Apr 06, 2015 12:00:31 | regardless of what people think. I have found this discussion facinating if confusing. It is a good look on how DND players communicate and expectations about how to communicate in a dnd game. It's interesting how people can argue about really minutia in communication. I'm still confused at what is so wrong with asking the Dm "How big is the window?" or why such a question is problem that needs fixing. But there is a whole lot of discussion about it and how it effects immersion and how inforcing such syntax rules effects immersion.
Great discussion fellas Thanks. |
| #189mbeacomApr 06, 2015 12:01:43 |
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| #190OrethalionApr 06, 2015 12:07:43 |
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| #191OrethalionApr 06, 2015 12:10:25 |
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| #192iserithApr 06, 2015 12:14:39 |
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| #193FrogReaverApr 06, 2015 12:15:24 | I think once unconscious stated actions are allowed you will find that there is no functional difference in these statements and in simply asking the DM for additional scene details.
Player to DM: "Is the window large enough for my character to fit through?" vs. Internal character voice to Narrarator: "My characater unconsciously assess whether the window is large enoguh to fit through". Both of these provide the same information in the same way, through the characters unconscious evaluation process.
However, "My character evaluates whether the window is large enough to fit through" may often porvide the same information but it isn't in the same way. This kind of phrase denotes a more active approach like you are looking at the window again to make this determination.
To me D&D is a game not just about the results but also about the approach. I'm sure I'm not the only one |
| (Reply to #190)FrogReaver |
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| (Reply to #192)FrogReaver |
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| #196OrethalionApr 06, 2015 12:21:19 |
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| #197iserithApr 06, 2015 12:22:52 |
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| (Reply to #193)sirkaikillah11 |
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| #199iserithApr 06, 2015 12:42:05 |
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| #200bawylieApr 06, 2015 12:36:57 | I played under a DM who made us put a thumb to our foreheads when we were speaking out of character.
But all this is about stance, which truly, truly doesn't matter.
Underlying the issue is communication and expectation. And we've barely scratched that while dancing around. |
| #201mbeacomApr 06, 2015 12:47:06 |
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| #202bawylieApr 06, 2015 12:54:12 | That Mischaracterization isn't one-sided, friend. |
| #203mbeacomApr 06, 2015 12:56:13 |
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| #204bawylieApr 06, 2015 13:01:33 | Yeah. That's the thing - what's going on in the 711 exchange is a part of communication but it's not the matter being communicated.
I'm currently toying with an idea that marries inquisition to in-game action. So you get a giant benefit but take a moderate risk. |
| #205paulstraitApr 06, 2015 13:09:17 |
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| #206iserithApr 06, 2015 13:13:01 |
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| #207mbeacomApr 06, 2015 13:19:25 |
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| #208OrethalionApr 06, 2015 13:36:39 | So, Mbeacom. Are you going to answer the questions, or will you continue to avoid it and confirm the bad faith of your argument.
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| #209paulstraitApr 06, 2015 13:31:08 |
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| #210iserithApr 06, 2015 13:36:49 |
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| #211mbeacomApr 06, 2015 14:00:21 |
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| #212ThunderspearApr 06, 2015 14:37:29 | The vitriol in this thread is akin to that one Great Weapon Fighter (damage on a miss and whatnot) thread back in the playtest, which I'm ashamed to admit I participated in.
Reading further responses, I think part of the issue is that too much focus is being applied to refuting others' opinions and not enough focus is being applied to asking for clarification of those opinions.
For example, I simply don't understand FrogReaver's claim that a player asking the GM for description of a window, and to see if the window allows his character to fit through, makes the Player Character dimwitted. I also don't understand what he means when he says "unconscious actions". I may intuitively disagree with what he says, but because I don't understand, I don't know what I'm disagreeing with and therefore cannot make a truly valid counterpoint without simply attacking his opinion. Let me explain why I don't understand, and perhaps he can address my confusion appropriately:
The above was based entirely on the assumption that we are playing a game where "observation" from the player's angle = description from the DM or other players. If something is not observed, generally you cannot act upon it. If my assumption was wrong, and your group possesses a medium other than description to equate to observation from your angle as a player, please share.
I want clarification of people's statements. Amidst the strange wordings and logic used, the meat of people's points has been lost to me, but I would like to know what they are so I know whether my intuitive agreement/disagreement with their statements is justified or not. |
| #213iserithApr 06, 2015 14:50:47 |
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| #214OrethalionApr 06, 2015 14:55:27 |
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| #215mbeacomApr 06, 2015 14:58:36 |
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| #216mbeacomApr 06, 2015 15:02:32 |
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| (Reply to #199)sirkaikillah11 |
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| (Reply to #213)Thunderspear |
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| (Reply to #213)Wuzzard |
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| #220iserithApr 06, 2015 15:17:00 |
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| (Reply to #213)sirkaikillah11 |
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| #222iserithApr 06, 2015 15:21:31 |
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| (Reply to #220)sirkaikillah11 |
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| #224iserithApr 06, 2015 15:25:07 |
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| #225iserithApr 06, 2015 15:28:01 |
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| (Reply to #213)FrogReaver | You have summed up my position very well.
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| #227ThunderspearApr 06, 2015 16:23:49 | Ah, so let me rephrase it and you can confirm if I understood your objection:
You believe that, in declaring in the narrative your character's action to look at the window, you are establishing your character as a dimwit because no clear-minded person would consciously take a moment to look at the window and size it up; they'd have sized it up upon entry into the room.
Am I getting that clearly enough?
If not, could you clarify?
If so:
This means you depend entirely on the DM to describe the window to you before you need the window for something, so you don't have to declare the IC action of observing the window to see if you could fit through it. So, what if you, the player, don't know the size of the window? How do you find out from the DM, if you're inclined to only communicate intent through IC, without making your character appear dimwitted? |
| #228iserithApr 06, 2015 16:19:28 |
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| (Reply to #228)FrogReaver | So so how dim witted does Tordek look when the window in question ends up being 10ft x 10ft?
My character is going to be laughing at the dim witted dwarf that had to size up a 10ft by 10ft window with anything more than a first glance.
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| (Reply to #227)FrogReaver | It it all depends on how big or small the window actually is, which is variable in my perspective as a player until the dm declares it.
upon entry into the room a reasonable character that noticed the window would know 1 of 3 things.
1. The window is huge and obviously big enough to fit through
2. Window is tiny and obviously to small to fit through.
If the dm has the window be either of these above sizes then it takes a dim wit to need to look again at the window to see if you can fit through.
3. The size is average and you are uncertain with just that glance if you can fit through.
its this case a closer look would be sensible and not a something only dimwits would do.
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| (Reply to #227)FrogReaver | So how do you find out what you know about the window on first glance.
1. you directly ask the dm
2. You have some way of communicating in character with the dm that establishes your desire for what information you've already unconsciously processed about the windows size.
3. The dm already volunteered the info you wanted during his initial description of the scene
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| #232iserithApr 06, 2015 16:55:19 |
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| (Reply to #232)FrogReaver | When my replies are above the quoted text in usually on my phone.
Its hard to hit every important point this way.
If you try to avoid the dimwit issue by more details like my pc was distracted that's fine, just know your putting the same issue further off and not solving it. Whether your playstule is forcing my character to be a dimwit or distracted its forcing something on my character I may not be okay with.
Again this can be fixed with my unconscious action suggestion.
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| #234iserithApr 06, 2015 17:08:45 |
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| #235Varden_KholApr 06, 2015 17:15:40 | My biggest problem with asking questions of the DM is that it breaks you out of the story and leads to stalling and option paralysis.
The heroes enter a room and the DM gives a quick description of it. Then the players pause the game to gather more information for their characters and after a few minutes resume play. I find it's much more interesting to keep playing. The heroes enter a room and the DM give a quick description of it. Then the characters move about the setting, inspecting the things that interest them.
Maybe it's just me, but it bugs me when, narratively speaking, the heroes open a door and then crowd around the opening for five minutes just eyeballing the place. |
| #236OrethalionApr 06, 2015 17:19:36 |
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| #237OrethalionApr 06, 2015 17:25:14 |
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| (Reply to #231)Thunderspear |
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| #239OrethalionApr 06, 2015 17:27:59 |
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| #240OrethalionApr 06, 2015 17:31:06 |
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| (Reply to #225)sirkaikillah11 |
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| (Reply to #234)FrogReaver | I am saying I dislike playing that way and explaining why.
You all keep saying me explanation for why isn't readonable. No explanation for why would seem reasonable for someone so vested in a particular system.
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| #243iserithApr 06, 2015 18:54:49 |
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| #244OrethalionApr 06, 2015 18:56:49 |
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| #245iserithApr 06, 2015 19:00:43 |
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| (Reply to #243)sirkaikillah11 |
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| #247mbeacomApr 06, 2015 20:25:08 |
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| (Reply to #245)FrogReaver | Means your objections as to why my view is unreasonable are also unreasonable in my view.
Don't get me wrong I want more of your method in my games. There's a level of appeal in it. However i don't think it has to be enforced as strictly as you do to keep the game running and flowing smoothly. In fact there are some situations I feel are better handled with a simple question.
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| #249Beldak_SerpenthelmApr 09, 2015 10:14:25 | How about this: the point is not that "the character needs to do something extra in order to 'earn' knowledge (size of a window...) that s/he should already have," the point is that the knowledge doesn't matter unless the character is already doing something. |
| #250DemoMonkeyApr 10, 2015 13:09:07 | "How wide is the window near Gromgax"
"3' high by 5' wide"
"Gromgax leaps through it.".
"Gromgax studies the window to determine it's size"
"Gromgax believes it to be approximately 9 hands by 15 hands"
Gromgax leaps through it".
Both of those things are functionally exactly the same and will cause the game to progress in exactly the same way. Preference between them is purely aesthetic. If that's is all this discussion is about, it's just shouting that strawberry is a better ice cream flavour than butter pecan. |
| #251OrethalionApr 10, 2015 15:35:33 |
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| (Reply to #250)FrogReaver |
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