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7 months ago ::
Nov 16, 2012 - 9:48AM
#21
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Date Joined:
Jul 21, 2004
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As opposed to the current climate where the players are so egotistical that they actually believe the DM is their employee equal? Yeah. No ego there.
Fixed for accuracy in the sentiment expressed.
Zee grog is being passed around today I see.
Someone in the What's A Player To Do? forum does seem to be taking the position that the DM is, if not working for the players, expected to measure up to some bar of theirs or get back to work. I used the term "employee" because that seemed to be how this guy saw the DM, and he seemed to agree with that term.
It was one poster. Hardly a climate.
Edit: Anyway, I'm out. I made it so I can't see this thread anymore. I don't need the aggravation.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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7 months ago ::
Nov 16, 2012 - 11:42AM
#22
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I'm with Condor on the way to DM. I like my players to interact with MY world and leave a mark on it. Sure its our world as in their characters live in it, but I made it what it is. I like them to leave lasting marks, but I don't play Mad Libs with adventures. I don't like the whole players fill in the blank style. I think it just shows how lazy of a DM you are. I understand that many people don't have time to commit to that style. But if you honestly need your players to make the adventure then you shouldn't be the DM.
“The oldest and strongest emotion of mankind is fear.” - H. P. Lovecraft Games I Play: - D&D 4e - D&D 3.5 - AD&D 2e - Pathfinder - Call of Cthulhu
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7 months ago ::
Nov 16, 2012 - 11:46AM
#23
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Date Joined:
Mar 17, 2010
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I'm with Condor on the way to DM. I like my players to interact with MY world and leave a mark on it. Sure its our world as in their characters live in it, but I made it what it is. I like them to leave lasting marks, but I don't play Mad Libs with adventures. I don't like the whole players fill in the blank style. I think it just shows how lazy of a DM you are. I understand that many people don't have time to commit to that style. But if you honestly need your players to make the adventure then you shouldn't be the DM.
If you have to do it all, then why have players?
One dagger is a plot point. A thousand daggers is inventory. Thank you for disrailing this thread.
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7 months ago ::
Nov 16, 2012 - 11:48AM
#24
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Date Joined:
Mar 17, 2010
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Someone in the What's A Player To Do? forum does seem to be taking the position that the DM is, if not working for the players, expected to measure up to some bar of theirs or get back to work. I used the term "employee" because that seemed to be how this guy saw the DM, and he seemed to agree with that term.
It was one poster. Hardly a climate.
That's me. If you don't want to provide an entertaining experience, the players will find somebody else.
(I hate typoes, especially when they're mine.)
One dagger is a plot point. A thousand daggers is inventory. Thank you for disrailing this thread.
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7 months ago ::
Nov 16, 2012 - 11:50AM
#25
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I'm with Condor on the way to DM. I like my players to interact with MY world and leave a mark on it. Sure its our world as in their characters live in it, but I made it what it is. I like them to leave lasting marks, but I don't play Mad Libs with adventures. I don't like the whole players fill in the blank style. I think it just shows how lazy of a DM you are. I understand that many people don't have time to commit to that style. But if you honestly need your players to make the adventure then you shouldn't be the DM.
If you have to do it all, then why have players?
So they can play in my world. They don't come to play the game to build the world they interact in. They come to play in the world I present to them.
You may be getting the idea that I don't use improvisation. And that's not the case. I do. But I most certainly don't ask my players "Well what happens?".
“The oldest and strongest emotion of mankind is fear.” - H. P. Lovecraft Games I Play: - D&D 4e - D&D 3.5 - AD&D 2e - Pathfinder - Call of Cthulhu
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7 months ago ::
Nov 16, 2012 - 11:55AM
#26
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Date Joined:
Mar 16, 2001
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It occurs to me that some people design adventures and (potential) encounters under the expectation that the characters in the group will all make a substantial contribution in combat. What if that is not the case? What if a group has a few who can whup ass, but the majority are not so hot at laying down the pain? How would you, how could you adjust for those circumstances?
How would your designs change? How would play change; your running of the game, how the players behave, what you focus on, emphasize?
Since our major switch to a game system in which 60% of the careers are not combat specialized, I've had to change the way that I approach scenarios. (we stitched to wfrp3 btw..but the method carries over to our 5e playtests)
We do a LOT more skill checks and a LOT more mysteries and dare I say it, 'role' playing with handouts, clues, gimmicks, mac guffins, and player-read-aloud stuff.
Not doing the traditional combat-heavy D&D style of game requires a bit more GM preparation, but if you simply throw a lot more skill checks at them, you can still get a non-combat feel mechanically without the /burden/ of a typical non-combat game 
jh
Gamer Chiropractor - Hafner Chiropractic 305 S. Kipling st,Suite C-2, Lakewood, Co 80226 www.hafnerchiropractic.com
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7 months ago ::
Nov 16, 2012 - 11:56AM
#27
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Date Joined:
Mar 17, 2010
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So they can play in my world. They don't come to play the game to build the world they interact in. They come to play in the world I present to them.
You may be getting the idea that I don't use improvisation. And that's not the case. I do. But I most certainly don't ask my players "Well what happens?".
I can see them not having to improvise, but do you let them?
One dagger is a plot point. A thousand daggers is inventory. Thank you for disrailing this thread.
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7 months ago ::
Nov 16, 2012 - 12:03PM
#28
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So they can play in my world. They don't come to play the game to build the world they interact in. They come to play in the world I present to them.
You may be getting the idea that I don't use improvisation. And that's not the case. I do. But I most certainly don't ask my players "Well what happens?".
I can see them not having to improvise, but do you let them?
It would depend on the situation. Some situations would be more geared towards allowing players to improv for themselves. But most don't.
I normally would only allow a player to improv for minor things. And not things like NPC motives, monsters, and treasure. I've seen DMs let players choose those things...
“The oldest and strongest emotion of mankind is fear.” - H. P. Lovecraft Games I Play: - D&D 4e - D&D 3.5 - AD&D 2e - Pathfinder - Call of Cthulhu
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7 months ago ::
Nov 16, 2012 - 12:08PM
#29
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Date Joined:
Mar 17, 2010
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It would depend on the situation. Some situations would be more geared towards allowing players to improv for themselves. But most don't.
I normally would only allow a player to improv for minor things. And not things like NPC motives, monsters, and treasure. I've seen DMs let players choose those things...
Even if it would ease your job and improve the game?
DM (musing with a friend): Maybe his Uncle Fred has something for Blagdar the Mighty to do, like deliver that shipment of saddles to the arsenal.
Friend (getting into the mood): And on the way there a brigand band waylays the caravan in order to get the saddles for some scheme of their's...
Remember, half the DM's job is getting the players to bollix themselves up.
One dagger is a plot point. A thousand daggers is inventory. Thank you for disrailing this thread.
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7 months ago ::
Nov 16, 2012 - 12:26PM
#30
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Date Joined:
Oct 11, 2010
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A couple get it, for the rest I see nothing really countering what I said, some people making small comments hoping their making points that I already destroyed. Maybe it isn't how you guys take me but how you guys come across to me, well - "Most(not all) of you come across as deceitful in the methods most of you use to debate a topic here, you come across as set in your ways but claim your open-minded(majority not all)". That is how most of you come across to me, most of you seem to easily judge others and you forget to look in the mirror. Maybe you will think it over for a second(probably not) - "Maybe Condor isn't so wrong but more right to react to what he sees here, the way he does".It still seems some with critical thoughts against what I gotta say have not looked over my entire post(seems like a common habit here). This type of debate stuff doesn't stress me regardless how I come across(more disappointed with many people here than angry). I don't always have time to reply all night long on here cause I actually run games. I ran sessions the last two nights and will again tonight, Saturday and Sunday as well.Now without a book or players telling me I must give them freedom ect, I just do and pointed this out already in my last post. Most players will turn left if you aim them that way but wanna have the freedom to turn right(and maybe at an odd time choose to but for the most part they don't but again require the right to do so). I give freedom to make whatever turn they want and I am good DM in other areas. I just don't wanna a book or a player to tell me that I must(they are rewarded with the game I offer, I earn the say I have), I will choose to do good for the players if I am a good DM and I am.A good DM is someone who works hard, has some charisma and treats their players good/with respect but able to call upon authority if someone needs to be put in check and do all this without needing to be told to. Now I cannot stop bad DMs from stepping up and taking advantage of the situation, all I can do is ask players to leave those games instead of using those bad DMs as a reason to try to place limits that also affect good! DMs in negative ways.Also I find the standard of fun and good games have lowered(this is only my opinion) in recent times. ALAN look here, it takes a long time to learn all about DMing and what they don't teach you in the books, it is CLEAR you're not a DM and if you have DM'd, you have not had much experience with it. I cannot teach you the details through this style of debating/conversation, I offer what a player like you looks for but the ways you assume what you want is achieved is incorrect. Not every detail to DMing reads right in text(real DMs will totally understand this) but works, you don't understand that cause you're not a DM!!!!!!!!!!!!!!!!!.....
http://advanceddnd2edrevamp.proboards.com/
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