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DM's forfeit power
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<blockquote data-quote="rgard" data-source="post: 3025164" data-attributes="member: 4157"><p>I honestly don't believe you can paint it as loss of control. There are more options (boatloads) for the players, but the DM - player relationship remains the same. The DM creates the world, populates it, sets up adventures and decides what is allowable as a class, race and character option. The players interact with the world within the limits (or lack there of) set by the DM.</p><p></p><p>I generally let my players play whatever they want from whatever source in the current campaign unless I think it is really unbalanced. Some of the players will write up new prestige classes or spells and run them by me for approval. Some get approved, some don't.</p><p></p><p>Right now, I'm working on a new campaign based on the Atlantis myth. It may be a human only campaign (though I may work in elves as fey or dwarves as neanderthal), but I will put limit on the allowable classes, feats and prestige classes.</p><p></p><p>In either case above (campaign without character restrictions or the one with many restrictions) it is up to individuals potentially playing to decide whether they want to play in the campaign developed by the DM. No restrictions and the DM may find it all overwelming or players may find it too open. Too many restrictions and the players may not want to participate. </p><p></p><p>This has always been the DM - Player dymanic. Back in ancient history (1979) my friends and I played in a campaign run by a guy named Pete. Pete's campaign had loads of detail, but we could only play stuff from the PHB and not use things from the Dragon Magazine or other (White Dwarf comes to mind) publications/game systems. On top of that Pete was incredibly stingy with magic items. We made it to about 5th level and had about .33 magic items per character. Eventually we grew tired of the restrictions and left the campaign. Pete still had a core of players who played every week so his campaign survived. We did hear that after we left Pete handed out a bunch of magic items to the characters.</p><p></p><p>It is really a case of give and take between the DM and the players. I haven't seen the dynamic change in almost 30 years of playing.</p><p></p><p>Thanks,</p><p>Rich</p></blockquote><p></p>
[QUOTE="rgard, post: 3025164, member: 4157"] I honestly don't believe you can paint it as loss of control. There are more options (boatloads) for the players, but the DM - player relationship remains the same. The DM creates the world, populates it, sets up adventures and decides what is allowable as a class, race and character option. The players interact with the world within the limits (or lack there of) set by the DM. I generally let my players play whatever they want from whatever source in the current campaign unless I think it is really unbalanced. Some of the players will write up new prestige classes or spells and run them by me for approval. Some get approved, some don't. Right now, I'm working on a new campaign based on the Atlantis myth. It may be a human only campaign (though I may work in elves as fey or dwarves as neanderthal), but I will put limit on the allowable classes, feats and prestige classes. In either case above (campaign without character restrictions or the one with many restrictions) it is up to individuals potentially playing to decide whether they want to play in the campaign developed by the DM. No restrictions and the DM may find it all overwelming or players may find it too open. Too many restrictions and the players may not want to participate. This has always been the DM - Player dymanic. Back in ancient history (1979) my friends and I played in a campaign run by a guy named Pete. Pete's campaign had loads of detail, but we could only play stuff from the PHB and not use things from the Dragon Magazine or other (White Dwarf comes to mind) publications/game systems. On top of that Pete was incredibly stingy with magic items. We made it to about 5th level and had about .33 magic items per character. Eventually we grew tired of the restrictions and left the campaign. Pete still had a core of players who played every week so his campaign survived. We did hear that after we left Pete handed out a bunch of magic items to the characters. It is really a case of give and take between the DM and the players. I haven't seen the dynamic change in almost 30 years of playing. Thanks, Rich [/QUOTE]
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