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8 months ago ::
Oct 11, 2012 - 12:19PM
#1
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Date Joined:
Sep 26, 2005
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I am not very active on the forums but I am sure this has been discussed. I have been playing D&D since the late 70's and every incarnation of the rules. In my experience there has been a major yet subtle shift in attitude toward the game as a whole. When I started there was very little printed material outside of the core books and modules. So when we played we all agreed on what we were going to use and what we were not going to use. The DM created the world and was the final judge on what was acceptable and what was not. However, as times have changed I have seen this attitude change, even among my old gaming friends. There is now a clear feeling by most players that if something is in a book he/she is “entitled” to have access to it.
My concern for the future is simply that what I am seeing in D&D Next is hearkening back to the good old days for me, but I think this shift in the real world of D&D players (DMs included) could be an insurmountable rift.
I would like to add that blaming the system or the company for this shift is not going to help us figure out a way to bridge this rift. The blame game is for children, let's be adults and try to come up with some solutions and recommendations for WotC. First off I am not sure there is a way to resolve this. But I would like to suggest continued emphasize that the game belongs to the “group” not the DM or the PCs. One cannot exist without the other so as I see it the only solution is a game-table solution. When I put a group together, or join a group there are some ground rules that we set up as a group. If we all can agree on them then we go from there. But there is always someone that doesn't like something and yes it has been me before. When an individual feels strongly enough about something ad is at odds with the rest of the group the individual moves on, shall we say (and yes that individual has been me before as well as others).
What are your thoughts?
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8 months ago ::
Oct 11, 2012 - 12:26PM
#2
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Date Joined:
Jun 21, 2012
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Your take is probably the only sensible one. It's a problem to be solved socially more than anything. My particular group only recently started including everything published ever and it was mostly out of boredom.. basically we exhausted a lot of the options and felt like dropping a bomb on the game. The result was.. interestng. I'm not sure I'd repeat it, but for me part of the game is enabling everyone to play the stuff they want and explore the aspects they want to, so while the DM really should have the final say I don't see that creative people can't find a way to include stuff in a game world. That sometimes pushes us places we don't wanna go. That said, I think WOTC would be a lot better off if they deliver on their promise to officially support choices. And by that I mean empowering the players to say "no we won't play with that" and empowering the DM to help decisions stick. They don't have to shove it down our throats but just adding qualifying statements to options like "DM's discretion" helps define the attitude folks have toward published material. It makes it clear that not every game will include it.
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8 months ago ::
Oct 11, 2012 - 12:35PM
#3
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Date Joined:
Sep 26, 2005
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That said, I think WOTC would be a lot better off if they deliver on their promise to officially support choices. And by that I mean empowering the players to say "no we won't play with that" and empowering the DM to help decisions stick. They don't have to shove it down our throats but just adding qualifying statements to options like "DM's discretion" helps define the attitude folks have toward published material. It makes it clear that not every game will include it.
This is well said. There needs to be a middle ground between the general statment at the opening of a book and filling it with "DM's discretion" disclaimers.
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8 months ago ::
Oct 11, 2012 - 12:39PM
#4
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Date Joined:
Mar 26, 2007
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My particular group only recently started including everything published ever and it was mostly out of boredom.. basically we exhausted a lot of the options and felt like dropping a bomb on the game.
The result was.. interestng. I'm not sure I'd repeat it
Yeah, I did that in my 3rd Ed Planescape campaign, when the party got to around 10th+ level, it started to get rough, DMIng.
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8 months ago ::
Oct 11, 2012 - 12:39PM
#5
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Date Joined:
May 22, 2003
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A largely agree with everything that's been submitted here, however, Dungeons & Dragons will never have the capacity to assist in shaping the social contracts, sharing and trust in each other's fun that the game assumes its players to have. Seemingly, the hobby is at a loss for savvy, grown-up communicators who understand cooperation, mutual respect, collaboration and positive support.
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8 months ago ::
Oct 11, 2012 - 12:49PM
#6
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Date Joined:
Sep 26, 2012
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A largely agree with everything that's been submitted here, however, Dungeons & Dragons will never have the capacity to assist in shaping the social contracts, sharing and trust in each other's fun that the game assumes its players to have.
Seemingly, the hobby is at a loss for savvy, grown-up communicators who understand cooperation, mutual respect, collaboration and positive support. 
At a loss? Not at my table 
I'm not really sure what the OP is asking for here, but I'll try to give my two cents. I've found that including a lot of stuff from the other books has really made me not want to DM at all in 3.5e due to its vastly increased level of possibilities and growth. And while you can preface each one of the new books with 'DM's discretion' the players still feel jipped when they can't all be carrying "over-powered items A B and C" that they bought for only 3000 gp each. When I tell them, 'not in this world' they get the frownie faces and very obviously and directly have less fun. On the other hand, I don't play with this group any longer and perhaps this is a direct contributer.
My current group went with me when I started to just run my own homebrew game. Any small piece they wanted to bring in the world was verified and okay'd by me as the DM in a collaborative exploratory fashion that was fair to all. And this new group would never balk at me removing the over-powered items A, B and C. So maybe it is about who you're playing with. T
he newer editions took some of my players who were happy in my campaigns to 9th level with two magic items per character and made them unhappy in my campaigns to 20th level with 20 magic items per character, +30 stats, and items/powers from 30 books. What was the shift? The players changed as they felt the joy at having all these items.
So I found a group of rp'ers instead of a group of min/maxers and my gaming sessions have been joyous.
Currently running a playtest, weekly, online D&D Next Session using a virtual table system called roll20.
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8 months ago ::
Oct 11, 2012 - 4:01PM
#7
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Date Joined:
Oct 21, 2003
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One thing I want to point out real quick, role-players and min/maxers are not mutually exclusive. I have three players at my table that are both and are well versed at putting together characters which are optimized within the concepts they come up with.
As to the original post...well all I can say is that I have been with the same group for over 10 years now, rotating DMs whenever a campaign or story arc comes to a close, and we have never had any such problems at our table. We all have the understanding that if something is off limits then there is a reason, either mechanically, story-wise, or just because the DM isn't familiar with it yet. In other words we all assume 'DMs Discretion' on everything, even things out of the PHB (or other core book if we're playing a different RPG).
For example in the game I am running currently, I was not allowing Psionic classes of any sort, even though I have the PHB3 and Psionic Power on the shelf. I recently, due to story reasons, allowed one player to shift his character (after some trials he will have to complete) from a Swordmage to a Battlemind.
I'm also not allowing Minotaurs, Gith, Wilden, Shardminds, Shifters, Devas, Drow, Tieflings, Revenants, Vryloka, Shades, and many of the other races from the recently released splatbooks (even though I do have them and have read up on everything), nor am I allowing Shadow classes, the Runepriest, or Dragon Sorcerers. I am also only allowing themes on a case by case basis right now. All for story reasons due to the way my homebrew setting is. My players know this, and are fine with it because they know that my reasons are grounded within the story of my setting. If I gave them my reasons it may ruin the story for them and that is the aspect they seem to enjoy the most. I will admit in some cases that it's actually because I have yet to figure out where and how these races and classes fit into my setting, but I would say that's only true for the Wilden, Shardminds, and Gith though.
As for magic items, well, my setting is low magic and again my players know this are are fine with it. I use inherent bonuses, and they know they can't just go to the corner market and buy a Longsword of Frost. Feats and Powers I'm pretty much hands off. I give certain feats for free so that the players have an easier time taking feats that match their concept. This happened after many complaints that they felt like they couldn't build towards concept because of feat taxes.
I am no different when one of the others at my table DMs/GMs/Storytells/etc. I always run everything I take for my character by the person running the game to ensure that it's okay. I hate having my game disrupted, so I do everything in my power to not disrupts other's games. I guess ultimately me and my group never feel 'entitled' to anything just because it's in a book. We are all in the mindset that you have to have approval to run something in someone's game and that everyone, even the DM (or whatever), is supposed to have fun. I was under the impression that most gaming groups were like this. Guess I was wrong.
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8 months ago ::
Oct 11, 2012 - 4:06PM
#8
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I've only been playing since the mid-80's but the players I know who were playing back in the 70's were the first ones to house rule in anything they or anybody else wanted. There was so little printed material for them they ended up accepting just about any proposal and simply running with it.
I do agree that the focus needs to be on the group as a whole, though. Nobody likes being anybody else's puppet on a string or cymbal banging monkey. The game needs to assume everybody has put their ego aside, for the good of the game.
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8 months ago ::
Oct 11, 2012 - 4:15PM
#9
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Date Joined:
Sep 26, 2001
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I am not very active on the forums but I am sure this has been discussed. I have been playing D&D since the late 70's and every incarnation of the rules. In my experience there has been a major yet subtle shift in attitude toward the game as a whole. When I started there was very little printed material outside of the core books and modules.... The DM created the world and was the final judge on what was acceptable and what was not. However, as times have changed I have seen this attitude change, even among my old gaming friends. There is now a clear feeling by most players that if something is in a book he/she is “entitled” to have access to it. What are your thoughts?
I think there have been changes to the games, themselves, that have influenced this supposed sense of 'entitlement.'
I too remember when the DM's word was law, and the idea that you could expect a given race/class/spell/item/whatever to be available to your PC simply because it saw print somewhere was laughable. But, games were very different back then. They were, well, primitive. The hobby was brand new and RPG design wasn't a science or an art, more just a shot in the dark. The DM made the game, almost litterally, picking and choosing from among the stuff Gygax &Co threw at the wall, and deciding what would stick to his campaign world. Great DMs made awesome games, and less-than-great DMs made awful ones (that were still fun in their sheer novelty).
While a lot changed in the broader hobby as time marched on, not that much changed for D&D, until WotC, d20, and 3e. 3e may still be criticised for being poorly balanced and suffering from a lot of vague or abuseable rules and so foth, but, compared to classic D&D, it was more consistent and playable than ever. A 3e DM following the CR guidelines might sometimes TPK with a 'filler' encounter or watch his players roll over a 'climactic' one, but at least he /had/ guidelines. The rules were playable by "RAW," you didn't need the DM to go over them and 'fix' and mod them into something that could be played. You still needed to be a pretty good DM to hold a campaign together for any length of time, but it was a much more accessible, much more playable-out-of-the-box game than it had been.
Thus 3e DMs didn't keep such a tight rein on the rules or elements that were allowed into his games. Players, OTOH, had a great many more customization options than before, and would be dissapointed if a 'build' was rendered impossible by a controlling DM banning a critical element of it.
Finally, 3e had built-in 'rewards for system mastery' - that is, it was "broken" or 'imbalanced,' but not by accident. Part of it's appeal is that it was designed to allow players to make more powerful characters the better they got at the task of character-creation. D&D had always tapped into a sort of 'reward' mechanism, with levels, treasure, and magic items rewarding you for continued successful play. 3e took it to another level by rewarding skillful chargen. If any one thing drove the shift in attitude you're percieving, it was that.
It seems at times as if 5e is trying to shift the attitude back to where it was. And, yeah, that may not really be possible. Making 5e like classic D&D - that is, making it primitive and unplayable without skillful DM intervention - doesn't seem like the greatest idea. Making it DM-customizeable, which seems more likely, would certainly put some of the 'power' back in the DMs' hands. It would also tend to dissapoint players who might feel the need to 'shop arround' for campaigns in which the characters they want to play 'work.'
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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8 months ago ::
Oct 11, 2012 - 4:33PM
#10
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Date Joined:
Feb 19, 2009
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How about, at the start of the start of the rulebook in the "What is roleplaying?" section"
"The first decision your gaming group needs to make is, who is in charge of creating the world and setting the guidelines for the campaig. Is your group democratic, with all players and the DM having equal votes and the building of the world something everyone has to put some effort into? Is the DM the first among equals, basically the tiebreaker vote and the default world builder if no one else volunteers? Or is the DM the controller of the campaign world with the sole responsibility to create something that will surprise and delight the players?
All of these approaches can work, but it's best if the whole gaming group agrees on the choice."
If anyone doesn't think I made all three of the options sound equally good, feel free to rewrite so they are. That was my intent, that all three be presented as equally viable options.
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