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<blockquote data-quote="Kobold Boots" data-source="post: 7751430" data-attributes="member: 92239"><p>I feel I answered it rather well and you're simply trying to back me in to an answer that suits a sound or text byte.</p><p></p><p>Answering this fully and with my personal process and bias so you have context. (Note, I'm not a big fan of overly personal posts, but in this case I fear it's somewhat necessary)</p><p></p><p>1. I am a rare mix of psych/history/performance/math background. It influences my opinion of what makes good DM practice.</p><p>2. I have run LARP events and have had to run table RPGs with up to 15 players at a go over the course of a year long campaign.</p><p></p><p>The above two things force a certain level of organization and planning as well as functions that don't go in to a game with four people that runs infrequently. That doesn't mean my average game is that large, but it does mean that tools I use to manage insanely large games get used for small ones to allow them to scale, as about half the time the small one off game that I run ends up growing into something crazy. </p><p></p><p>So for me: </p><p>a. Players get a campaign abstract when I ask them if they want to play. IF YES</p><p>b. Players get a campaign primer that details at a high level </p><p>- Setting</p><p>- House Rules</p><p>- Social Contract - where things like dice rolling and general statement about DM priorities live; as well as where we're playing and any social stuff to be mindful of (18+, drinking etc.)</p><p></p><p>c. I ask for and receive feedback prior to game start, if I can make edits to suit the people who want to join, I do. If I can't, they opt out.</p><p></p><p></p><p>3. For a long running game I'll make sure I have a one on one fireside or coffee house or skype chat with each player at least once a month to make sure things are going well and sort of map out any plot they want to run. If someone is fine with dying I know this, as well as any likes or dislikes and I manage it appropriately.</p><p></p><p>Why does this matter at all? Because my practices flavor the answer to your question regarding intention at my table or virtual table. My experience is that much of this stuff is hand waved by other DMs I've played with. Sometimes it works, sometimes it doesnt.</p><p></p><p>So now for the answer. - The intention is to provide the players with the level of challenge they are expecting and the type of game they are expecting when they show up. When I know that a behind the screen fudge is exactly what's needed, I do it. When I know that a hard interpretation of the rules is what's needed, I do it. The goal is to keep the group together and happy because my reputation as a DM (and really, my friendships) are affected when I don't do this.</p><p></p><p>Hopefully this helps, and if I've misinterpreted your intentions, you have my apologies for the length of this post and my assumption.</p><p></p><p>Thanks,</p><p>KB</p><p></p><p>(edit - so yes, if a player is going to be bothered if a stroke of luck unwinds a well crafted plot point, I will fudge. If the player is not going to be bothered and will find a plot twist interesting, I won't.)</p><p></p><p>(second edit - fixing the grammar and location of text so the post makes sense. Completely fubared one of the points.)</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7751430, member: 92239"] I feel I answered it rather well and you're simply trying to back me in to an answer that suits a sound or text byte. Answering this fully and with my personal process and bias so you have context. (Note, I'm not a big fan of overly personal posts, but in this case I fear it's somewhat necessary) 1. I am a rare mix of psych/history/performance/math background. It influences my opinion of what makes good DM practice. 2. I have run LARP events and have had to run table RPGs with up to 15 players at a go over the course of a year long campaign. The above two things force a certain level of organization and planning as well as functions that don't go in to a game with four people that runs infrequently. That doesn't mean my average game is that large, but it does mean that tools I use to manage insanely large games get used for small ones to allow them to scale, as about half the time the small one off game that I run ends up growing into something crazy. So for me: a. Players get a campaign abstract when I ask them if they want to play. IF YES b. Players get a campaign primer that details at a high level - Setting - House Rules - Social Contract - where things like dice rolling and general statement about DM priorities live; as well as where we're playing and any social stuff to be mindful of (18+, drinking etc.) c. I ask for and receive feedback prior to game start, if I can make edits to suit the people who want to join, I do. If I can't, they opt out. 3. For a long running game I'll make sure I have a one on one fireside or coffee house or skype chat with each player at least once a month to make sure things are going well and sort of map out any plot they want to run. If someone is fine with dying I know this, as well as any likes or dislikes and I manage it appropriately. Why does this matter at all? Because my practices flavor the answer to your question regarding intention at my table or virtual table. My experience is that much of this stuff is hand waved by other DMs I've played with. Sometimes it works, sometimes it doesnt. So now for the answer. - The intention is to provide the players with the level of challenge they are expecting and the type of game they are expecting when they show up. When I know that a behind the screen fudge is exactly what's needed, I do it. When I know that a hard interpretation of the rules is what's needed, I do it. The goal is to keep the group together and happy because my reputation as a DM (and really, my friendships) are affected when I don't do this. Hopefully this helps, and if I've misinterpreted your intentions, you have my apologies for the length of this post and my assumption. Thanks, KB (edit - so yes, if a player is going to be bothered if a stroke of luck unwinds a well crafted plot point, I will fudge. If the player is not going to be bothered and will find a plot twist interesting, I won't.) (second edit - fixing the grammar and location of text so the post makes sense. Completely fubared one of the points.) [/QUOTE]
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