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Role A DM Should Play
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<blockquote data-quote="ergeheilalt" data-source="post: 956076" data-attributes="member: 3460"><p>I run a game with 2 other DMs, we each take turns and have established house rules by discusing it amoungst ourselves. As DMs we run the gamut, I prefer to run a game with subtle influences from books and stories lines I like, another DM runs canned adventures, while the other DM enjoys taking characteristics and changing them arround (like having an Elf-Gnome war).</p><p></p><p>The game table is very open (we do it online and have eachother on all sorts of text-messengers), so there is always new ideas being pitched and such. During the game the DM has the final word. On evenings when we have extra time after the game, we as DMs all talk and try and figure out if there are any issues that need to be addressed. This topic can be determining the correct uses of Keen or which jump bonuses stack - even which 3rd party products to allow into the game.</p><p></p><p>I've come to this oppinions. During times of crisis (ie: game) the DM has all the war power. After the game it becomes slightly more democratic and everyone is entitled to an opinion. Without the war powers, there could be a filibuster during the game, which are not fun. It may be sloppy, it may seem down right tyranical; but it keeps the gaming going. Keeping the story going and the mechanics out of the way is important IMC.</p><p></p><p>Erge</p></blockquote><p></p>
[QUOTE="ergeheilalt, post: 956076, member: 3460"] I run a game with 2 other DMs, we each take turns and have established house rules by discusing it amoungst ourselves. As DMs we run the gamut, I prefer to run a game with subtle influences from books and stories lines I like, another DM runs canned adventures, while the other DM enjoys taking characteristics and changing them arround (like having an Elf-Gnome war). The game table is very open (we do it online and have eachother on all sorts of text-messengers), so there is always new ideas being pitched and such. During the game the DM has the final word. On evenings when we have extra time after the game, we as DMs all talk and try and figure out if there are any issues that need to be addressed. This topic can be determining the correct uses of Keen or which jump bonuses stack - even which 3rd party products to allow into the game. I've come to this oppinions. During times of crisis (ie: game) the DM has all the war power. After the game it becomes slightly more democratic and everyone is entitled to an opinion. Without the war powers, there could be a filibuster during the game, which are not fun. It may be sloppy, it may seem down right tyranical; but it keeps the gaming going. Keeping the story going and the mechanics out of the way is important IMC. Erge [/QUOTE]
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