this post was submitted on 12 Sep 2023
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[โ€“] Mnemnosyne@sh.itjust.works 1 points 1 year ago (1 children)

That is one perspective that works for some people but I strongly disagree.

Dice rolls exist to resolve conflicts between the player and DM stories, yes...but they also exist to create new and interesting situations which neither player nor DM would have chosen.

Yes, the dice can create unsatisfying moments and even end characters or entire parties in a way that doesn't feel great. But for each time they have done so in my experience, they have created far more awesome moments, simply by following the rules. And without allowing the unsatisfying ones, the good ones don't really happen either, and don't feel as satisfying.

[โ€“] ahdok@ttrpg.network 2 points 1 year ago

This example is what I think of as "a world that has other ideas"

The DM (and players) build the world, but when they do so, the world will have elements that push for certain outcomes by themselves. The DM might choose for story A to happen, and the players might choose for story B to happen, but the elements in the world have defined motivations too, and might push for story C to happen. Often story C is the most exciting thing, because nobody is following a script.