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Role A DM Should Play
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<blockquote data-quote="willpax" data-source="post: 956255" data-attributes="member: 1602"><p>I see a D&D session as an interactive storyline with three agents acting dynamically: </p><p></p><p>1. The DM, whose job it is to flesh out the setting and supporting characters, to offer appropriate challenges for the players, and to infuse all of these with enjoyment (meaning that she or he has to get something out of it, therefore needing some control over tone, details, and type of story) and fun (meanning that he or she has to accommodate the players' desires for the type of story they wish to be involved in). </p><p></p><p>2. The players, whose job it is to have fun developing their fictional personas within the framework of the DM's overall world. Ideally, they stretch the DM to accommodate them within a larger understanding of the possible options within the DM's world. </p><p></p><p>3. The dice, which represent the true element of randomness and unpredictability that force both of the previous groups to be flexible in their approach. The dice don't accommodate anyone, but tend not to get upset when they don't get their way. </p><p></p><p>I think that a DM should accommodate the wishes of the players <em>as a group</em> so long as it remains fun for her or him. For example: I prefer adventures that are long on NPC interaction and intrigue, while most of my players would rather not have to think so hard about the game. They tolerate a certain amount of complexity in the plot so long as I give them a sufficient diet of tactical challenges in the form of unusual situations and combats. </p><p></p><p>It's not about who gets his or her way, but about everyone being considerate and working together to create fun.</p></blockquote><p></p>
[QUOTE="willpax, post: 956255, member: 1602"] I see a D&D session as an interactive storyline with three agents acting dynamically: 1. The DM, whose job it is to flesh out the setting and supporting characters, to offer appropriate challenges for the players, and to infuse all of these with enjoyment (meaning that she or he has to get something out of it, therefore needing some control over tone, details, and type of story) and fun (meanning that he or she has to accommodate the players' desires for the type of story they wish to be involved in). 2. The players, whose job it is to have fun developing their fictional personas within the framework of the DM's overall world. Ideally, they stretch the DM to accommodate them within a larger understanding of the possible options within the DM's world. 3. The dice, which represent the true element of randomness and unpredictability that force both of the previous groups to be flexible in their approach. The dice don't accommodate anyone, but tend not to get upset when they don't get their way. I think that a DM should accommodate the wishes of the players [I]as a group[/I] so long as it remains fun for her or him. For example: I prefer adventures that are long on NPC interaction and intrigue, while most of my players would rather not have to think so hard about the game. They tolerate a certain amount of complexity in the plot so long as I give them a sufficient diet of tactical challenges in the form of unusual situations and combats. It's not about who gets his or her way, but about everyone being considerate and working together to create fun. [/QUOTE]
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