tag:blogger.com,1999:blog-7817710432110712270.post5092643656295335143..comments2024-03-28T15:32:19.036-04:00Comments on Dungeon Fantastic: Repetitive Fights, Style Clashes, Questions vs. the Rule of CoolPeter Dhttp://www.blogger.com/profile/14246000382321978462noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-7817710432110712270.post-33062263272304857452017-03-25T22:18:14.933-04:002017-03-25T22:18:14.933-04:00Interesting. My mind changes over time - especiall...Interesting. My mind changes over time - especially if you fish for a lot of details before you try something crazy. Usually in providing the details I've closed off possibilities just by saying what's there.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-68867550179246394972017-03-25T13:40:57.783-04:002017-03-25T13:40:57.783-04:00"Seriously, ask questions. But know your answ..."Seriously, ask questions. But know your answers close off as they open things up. And just know that in my games, it's better to try something crazy than to ask me, "will this crazy thing work?" The first might work; the latter probably will elicit the answer, "No, that's crazy.""<br /><br />I'm completely the opposite. If the crazy idea had possibility at all, it will always have possibility, no matter how long I consider it.<br /><br />And I agree with the 'One Good Question' is better than 10 not-as-good questions. In fact ask too many questions and I'm likely to ask "Where are heading with this?" just to get the Player to where the character needs to go.evileeyorehttps://www.blogger.com/profile/08296632217198088455noreply@blogger.com