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Judgement calls vs "railroading"
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<blockquote data-quote="Imaro" data-source="post: 7093685" data-attributes="member: 48965"><p>NOTE: Just a general clarification note, when I speak to D&D I am in general talking about the latest edition unless I specify older editions.</p><p></p><p>And this to me is where I feel a breakdown in discussing this. I have literally never run into two people who run D&D the exact same way (While the indie games I have participated in usually are run a specific way as outlined by the rules). I look at @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=16586" target="_blank">Campbell</a></u></strong></em> 's list and yes some of them apply to my game but not all of them and not the exact same ones as @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=9200" target="_blank">Hawkeye</a></u></strong></em> or you. Why? Because D&D is pretty flexible and mutable it's advice (at least in 5e) is pretty clear about the game being yours and malleable to your desires as opposed to setting forth a design principle and way you should run D&D. IMO, it's more a toolbox for you to enact your own playstyle (and like any toolbox it can have more or less tools to facilitate specific goals) than it is designed specifically to create an experience. This is what I'm getting at when I talk about the flexibility of D&D. </p><p></p><p>Is lengthy worldbuilding or a pre-made setting a general characteristic of D&D? Not the older editions where you started with a dungeon and possibly a town or village, and many DM's still follow that philosophy with recent editions. Are adventures with designs on how players should interact with them a intrinsic part of D&D... I don't think so I tend to (though not always) run pretty open sandbox D&D games where the characters interact with things as they see fit and I don't use pre-published adventures. Enabling spotlight balance is also something I don't concern myself with, I leave it to my players to work out. I believe the DM can advocate for a narrative just as the players can but ultimately it's actions and the dice that decide whether either of those narratives or an entirely different one arises... and so on. </p><p></p><p> I'm not trying to be contrary for the sake of it but I just feel like I've been exposed to enough D&D games (as a player and the one's I run which tend to differ on these points depending on the specifc campaign) with very few if any of these things in common that I'm not sure they hold up as a traditional game thing. Especially if we are going with the advice, procedures, etc. laid out in the actual books.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7093685, member: 48965"] NOTE: Just a general clarification note, when I speak to D&D I am in general talking about the latest edition unless I specify older editions. And this to me is where I feel a breakdown in discussing this. I have literally never run into two people who run D&D the exact same way (While the indie games I have participated in usually are run a specific way as outlined by the rules). I look at @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=16586"]Campbell[/URL][/U][/B][/I] 's list and yes some of them apply to my game but not all of them and not the exact same ones as @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=9200"]Hawkeye[/URL][/U][/B][/I] or you. Why? Because D&D is pretty flexible and mutable it's advice (at least in 5e) is pretty clear about the game being yours and malleable to your desires as opposed to setting forth a design principle and way you should run D&D. IMO, it's more a toolbox for you to enact your own playstyle (and like any toolbox it can have more or less tools to facilitate specific goals) than it is designed specifically to create an experience. This is what I'm getting at when I talk about the flexibility of D&D. Is lengthy worldbuilding or a pre-made setting a general characteristic of D&D? Not the older editions where you started with a dungeon and possibly a town or village, and many DM's still follow that philosophy with recent editions. Are adventures with designs on how players should interact with them a intrinsic part of D&D... I don't think so I tend to (though not always) run pretty open sandbox D&D games where the characters interact with things as they see fit and I don't use pre-published adventures. Enabling spotlight balance is also something I don't concern myself with, I leave it to my players to work out. I believe the DM can advocate for a narrative just as the players can but ultimately it's actions and the dice that decide whether either of those narratives or an entirely different one arises... and so on. I'm not trying to be contrary for the sake of it but I just feel like I've been exposed to enough D&D games (as a player and the one's I run which tend to differ on these points depending on the specifc campaign) with very few if any of these things in common that I'm not sure they hold up as a traditional game thing. Especially if we are going with the advice, procedures, etc. laid out in the actual books. [/QUOTE]
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