A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.
As it should be
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I know, girls shouldn't all be expected to raise and tame wolf packs
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(the weird friend)
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I would have shredded my daughter and her party. No quarters, some of them maimed for life, at least one dead as a warning. This is DND. If she wants to play Disney and Ducklings, she can find an other father.
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This. It's a so much better approach than the "this is MY game" idea. Best games i had were sandboxes to have fun in. It's even more fun when the world reacts in a reasonable manor too it.It's your *world*. You decide the geography, technology, politics, etc., as well as the dominant conflict that initially calls the party to action. What the party *does* in your world is their choice. Now, if they decide to ignore the BBEG's plan so they can pick magic mushrooms with Boblin the goblin, there will certainly be consequences. There are consequences for every decision. But it is *their* decision.
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DnD is usually a game involving dice rolls to determine the outcome of players actions. But if you want to be the one who decides everything that's fine too i guess. Good luck finding a group.
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I would have shredded my daughter and her party. No quarters, some of them maimed for life, at least one dead as a warning. This is DND. If she wants to play Disney and Ducklings, she can find an other father.Have you ever DMed a game of DnD? It sounds like you have. In the games that I ran, there were definitely times where my party did something completely unexpected in a manner that's thought out well enough that I feel I need to at least allow them to roll for success. If they hadn't done the work to make their plan work, then I think of it as the DC being so high that I don't even let them roll for it (i.e. I imagine it as a DC 50 or something), but if they have made a plan that makes sense, letting them roll for it is the more fun option (even if the DC is still pretty high, like 20 or 25) Sometimes a good plan and a high rolls can really throw my plans off, but given that I don't give it to them easily, I really enjoy when my players do surprise me like this. DnD is ultimately a collaborative endeavour to tell cool stories, so if my players are giving me something interesting to use, who am I to ignore it? Especially as there's usually opportunity to cause their success to present new and sometimes more difficult challenges to them. Do you not have any experiences like this?
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Everytime I see some FEMALE walking her TAMED WOLF in public I feel the rage bubbling up in me and I can't help but explode in righteous fury and explain to her that she's a sick result of gender normative cultural manipulation and she needs to be a individual rather than a puppet. These people are such
and need to wake up and realize they can murder wolves instead of domesticate them smh
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Have you ever DMed a game of DnD? It sounds like you have. In the games that I ran, there were definitely times where my party did something completely unexpected in a manner that's thought out well enough that I feel I need to at least allow them to roll for success. If they hadn't done the work to make their plan work, then I think of it as the DC being so high that I don't even let them roll for it (i.e. I imagine it as a DC 50 or something), but if they have made a plan that makes sense, letting them roll for it is the more fun option (even if the DC is still pretty high, like 20 or 25) Sometimes a good plan and a high rolls can really throw my plans off, but given that I don't give it to them easily, I really enjoy when my players do surprise me like this. DnD is ultimately a collaborative endeavour to tell cool stories, so if my players are giving me something interesting to use, who am I to ignore it? Especially as there's usually opportunity to cause their success to present new and sometimes more difficult challenges to them. Do you not have any experiences like this?I'm a big fan of the rule of cool. If they are into something, I will usually be generous with the rolls needed. And a good plan goes a long way. In the end, we are playing together and my job is to make sure everyone has as much fun as possible. I'm not really there to punish them, and winning a fight is actually a lost for me too if you think about it. And I will tell them if what they are trying is impossible or very unlikely, why it is and have them confirm. I'm also a fan of organic consequences. Like my players messed up a NPCs shop on a whim. I could of had guards roll in or the npc defend itself with tricks, instant fight, etc. But instead, when they came back a day later, the town had joined together as a pitchfork mob and they had to talk themselves out of it (luckily, the three people they managed to piss off weren't the most honest and respectable people so a high charisma roll and some roll playing for advantage managed to convince everyone they were lying.) That being said, I'm a bit surprised at the down votes and responses I'm getting. I thought it was clear I was joking. I'm not going to take an 8 year olds first DND adventure and turn it into some hardcore permadeath grim dark stuff haha.