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> How do the players "win" or "solve" the puzzle? Through fun, ultimately. Maybe its fun if they don't win. So they try something, they fail. Its just a socia
by dragontamer 4y ago
> How do the players "win" or "solve" the puzzle?
Through fun, ultimately. Maybe its fun if they don't win.
So they try something, they fail. Its just a social encounter, now the King's guard is distrustful of them and the story continues. No biggie, I can handle that as a dungeon master.
Win or lose, the story continues. The importance is that the players have agency in the process, as well as knowing the limits of their own powers and capabilities.
> The best and most satisfying way for a player to "win" or "solve" a scenario, IME, is a) for them to notice setting or character details that they can exploit (maybe the younger prince is jealous of the elder? Maybe the chancellor is obeying the tenets of a less-popular faith that a party member has ties to?) or b) them to come up with something creative that I hadn't thought of but that is still genre-appropriate and sufficiently "realistic". And I don't think a detailed mechanics system helps a lot with either of those, because at the end of the day either the detailed mechanics system gives you an answer that lines up with common sense or it gives you one that doesn't, and either way it's not helping much.
Or they could just... ya know... beat me (the Dungeon Master / chief antagonist) in the game. Or defeat the foes that I've laid out before them.
Generally speaking, social encounters shouldn't be high risk. The high-risk actions in my experience should be combat. If the players die, they know trouble will happen as the bad guys move forward and wreck the kingdom or whatever.
> Maybe. In my experience even in genre fiction the best stories aren't, and shouldn't, really be about the magic or the tactics - they're about the deep human themes, trust, betrayal, arrogance and all that Shakespearean stuff. Gandalf fighting the Balrog isn't about him realising that Moria stone was carved by the dwarves and would be vulnerable to magic, it's about him realising that this enemy is undefeatable and sacrificing himself for the sake of his fellows.
I don't need a story to play Axis and Allies, Chess, Go, or a myriad of other games though. When playing an adversarial game with my friends, its not about story. Its about combat and adversaries.
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I'm not here to offer Puzzles to my players btw. As the Dungeon Master, I also explain the rules before major decisions are made.
Especially to a new Wizard (who must select spells before the adventuring day begins), the "game" is about which spells the Wizard should select. We all know the Wizard could, theoretically, handle everything. But the issue is that the Wizard must "foresee" the use of all of these spells.
I know Wizards can solve Insanity with Limited Wish. I make sure the players know that. I also point out other curses (Flesh to Stone, Bestow Curse), and their counter-effects. Etc. etc.
Its not about tricking the players or puzzling them. Its about having them have to think about the decisions that they make (ie: which spells to pick).
- lmm 4y ago> Through fun, ultimately. Maybe its fun if they don't win. > The importance is that the players have agency in the process, as well as knowing the limits of their own powers and capabilities. Sure; my point was: what is it that makes the difference between the players winning or losing? If it's about whether they spotted (narratively relevant) connections, understood things, had good ideas, that's interesting. If it's about whether they had a clever leap of genre-appropriate logic, that's interesting. If it's about whether they solved an abstract logic puzzle, that's less interesting; if it's about whether they out-argue you or browbeat you that's deeply uninteresting. But distinguishing between "came up with a clever way to use the detailed abstract magic system" and "came up with some bullshit" is, if anything, harder than distinguishing between "came up with a clever piece of imaginative improv" and "came up with some bullshit"; better for a powergamer to come up with something stylish and genre-appropriate that benefits them than for them to find some bizarre spell interaction that does something absurd that benefits them. (If it's about whether they rolled higher or lower that's not really interesting, but it's quick and avoids interrupting the flow, so that's fine for a low-stakes moment. Certainly making one roll for a narratively unimportant encounter is better than making dozens). > Generally speaking, social encounters shouldn't be high risk. The high-risk actions in my experience should be combat. Why? D&D pushes you towards doing it that way, but it's not narratively satisfying. Making a lot of dice rolls can give a certain kind of player the illusion that they had agency in winning or losing (particularly important if you want them to accept the death of their character), but in reality it all averages out and who wins a given combat is largely a question of what everyone's stats look like going into it. (Or you allow the players to come up with tactics that you consider clever enough to give them advantages - but then we're back to you having to judge whether they've come up with something good or some bullshit). > I don't need a story to play Axis and Allies, Chess, Go, or a myriad of other games though. When playing an adversarial game with my friends, its not about story. Its about combat and adversaries. Right - but roleplaying and adversarial games go poorly together. If a game is adversarial then players have to do mechanically optimal things (and, as you say, will look for every excuse to give their characters a mechanical advantage) rather than the narratively interesting things. Why should a player to try to act in-character when it can only disadvantage them?
- 4y ago