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<blockquote data-quote="Umbran" data-source="post: 5106564" data-attributes="member: 177"><p>That was the point of asking. So huzzah!</p><p></p><p></p><p></p><p>I would rather ask why you prefer not to move it to implementation. They aren't the same question - my version's a little less loaded, I think. </p><p></p><p></p><p></p><p>I am not sure that's true - the power to do a thing does not imply the DM has a particular personal stake in how it turns out. It moves the DM to a role where, <em>if</em> he or she had a vested interest, he has nigh-infinite influence, true. </p><p></p><p>And, shouldn't the GM have a vested interest in providing an entertaining session? </p><p></p><p></p><p></p><p>If you are using a published module, that is true.</p><p></p><p>I don't know about the rest of you GMs, but my players tend to wander off the beaten track, out into areas for which no design work has been done. I have to "wing it" every once in a while. I may have the most bare of notes, or nothing at all - there is no design to refer to. I may need to grab a beastie and throw it at the party. Now, what happens if I have over or underestimated the strength of that beastie?</p><p></p><p>Or, let's say the GM did have time to do a really good design (when a major complaint of GMs is lack of prep time, I don't think it is a given, but for argument's sake) - even the guidelines in the DMG aren't perfect, and the GM is a human being, and there is no playtesting of what the GM bring to the table. What if the design isn't very good - maybe it is over- or under-powered. Either way can be a lot less than fun. Everyone at the table is stuck with that? </p><p></p><p>You mention the possibility of stealing someone's feeling of success. That's a possibility, but not a given - I'm pretty sure that if you press that all players feel the same way, you'll find sufficient pushback to prove it not generally true. The GM should know his or her players, right? Shouldn't the GM's knowledge of players trump your theoretical? </p><p></p><p></p><p></p><p>I'd counter with the idea that the design is done by a single person in whatever time he or she has, with no playtesting to speak of, and the results are highly subject to variation at runtime. At the table, the GM has loads of player feedback where he or she had none at the design stage.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5106564, member: 177"] That was the point of asking. So huzzah! I would rather ask why you prefer not to move it to implementation. They aren't the same question - my version's a little less loaded, I think. I am not sure that's true - the power to do a thing does not imply the DM has a particular personal stake in how it turns out. It moves the DM to a role where, [I]if[/i] he or she had a vested interest, he has nigh-infinite influence, true. And, shouldn't the GM have a vested interest in providing an entertaining session? If you are using a published module, that is true. I don't know about the rest of you GMs, but my players tend to wander off the beaten track, out into areas for which no design work has been done. I have to "wing it" every once in a while. I may have the most bare of notes, or nothing at all - there is no design to refer to. I may need to grab a beastie and throw it at the party. Now, what happens if I have over or underestimated the strength of that beastie? Or, let's say the GM did have time to do a really good design (when a major complaint of GMs is lack of prep time, I don't think it is a given, but for argument's sake) - even the guidelines in the DMG aren't perfect, and the GM is a human being, and there is no playtesting of what the GM bring to the table. What if the design isn't very good - maybe it is over- or under-powered. Either way can be a lot less than fun. Everyone at the table is stuck with that? You mention the possibility of stealing someone's feeling of success. That's a possibility, but not a given - I'm pretty sure that if you press that all players feel the same way, you'll find sufficient pushback to prove it not generally true. The GM should know his or her players, right? Shouldn't the GM's knowledge of players trump your theoretical? I'd counter with the idea that the design is done by a single person in whatever time he or she has, with no playtesting to speak of, and the results are highly subject to variation at runtime. At the table, the GM has loads of player feedback where he or she had none at the design stage. [/QUOTE]
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