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Old 04-25-2022, 05:02 AM   #9
RogerBW
 
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Join Date: Sep 2008
Location: near London, UK
Default Re: Gaming philosophy conundra

Quote:
Originally Posted by Anaraxes View Post
The DM has told you that the location of the boss mob in the dungeon will be a surprise. You know that the boss cannot be located in the last room of the dungeon, because then you'd expect the boss to be there. Knowing that the boss can't be in the last room, you then know it also cannot be in the next-to-last room along the corridor. Similarly for the next-to-next-to-last room, and so, the party can show that the boss cannot be located in any room of the dungeon. The boss thus disappears in a puff of logic, the party gets xp for the boss, and can then easily collect all the loot in the dungeon. Since this conclusion is logically inevitable, the party need not even leave their room in the tavern; they simply get xp and loot.
When the boss turns out to be in the second room, the party is surprised.

Quote:
Originally Posted by Anaraxes View Post
The DM does no prepwork, being completely indifferent to the game, but instead relies only on making things up on the spot during the game as the players ask questions and take actions. Luckily, the GM is very good at remembering whatever he invented, so he never contradicts himself, and he's sufficiently inventive as to always have an answer ready for the players when they ask. Is the GM creating the game, or are the players, by their choice of questions?
In yesterday's game, the progression could be summarised something like: GM: someone is attacking people in Underground stations. Players: OK, we'll set a trap in a disused station. How about this one that was used as an air defence HQ during WWII? Ooh, ten years ago it was sold to a Ukrainian businessman who said he'd convert it into housing, but nothing's happened. Now we're definitely going there. GM: OK, so when you go there…

Hadn't planned it, but I want to encourage my players to come up with things like this.
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