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Community
General Tabletop Discussion
*Dungeons & Dragons
The DM Should Only Talk 30% of the Time... Agree or Disagree?
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<blockquote data-quote="Lyxen" data-source="post: 8464436" data-attributes="member: 7032025"><p>Please don't start with OneTrueWayism. This is totally the way RPG as a medium <u>can</u> be run, although there are also many other ways is can be run, sometimes even with the same adventure. It's not even black and white, it's a gradation with each table finding their balance between guidance and improvisation.</p><p></p><p>Yes, sandboxing and improvisation can be cool, but 5e published adventures are very much "Dragonlance-like" in the way they present play, with a succession of chapters to be followed more or less in order (if not even stronger railroading like in WD<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />H), they are hugely successful and I'm pretty sure that a large percentage of the D&D games run worldwide are run that way.</p><p></p><p>And this is because sandboxing and improvisation not only require some experience, they are not for everyone in terms of both DM appetites and capabilities, but also in terms of tastes for the players.</p><p></p><p>And yes, I agree that not defining too much in advance saves time, there are also DM who have the time and the appetite to craft detailed adventures for their players, and it's not wrong to do this at all. Saving time is not the objective here, fun is the objective, and tastes vary a lot in the community.</p><p></p><p>Which in turn leads to the fact that the amount that the DM will talk is also not something that can be defined at all, it will vary wildly depending on the table, the campaign, the adventure, the phase of the adventure, etc...</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8464436, member: 7032025"] Please don't start with OneTrueWayism. This is totally the way RPG as a medium [U]can[/U] be run, although there are also many other ways is can be run, sometimes even with the same adventure. It's not even black and white, it's a gradation with each table finding their balance between guidance and improvisation. Yes, sandboxing and improvisation can be cool, but 5e published adventures are very much "Dragonlance-like" in the way they present play, with a succession of chapters to be followed more or less in order (if not even stronger railroading like in WD:DH), they are hugely successful and I'm pretty sure that a large percentage of the D&D games run worldwide are run that way. And this is because sandboxing and improvisation not only require some experience, they are not for everyone in terms of both DM appetites and capabilities, but also in terms of tastes for the players. And yes, I agree that not defining too much in advance saves time, there are also DM who have the time and the appetite to craft detailed adventures for their players, and it's not wrong to do this at all. Saving time is not the objective here, fun is the objective, and tastes vary a lot in the community. Which in turn leads to the fact that the amount that the DM will talk is also not something that can be defined at all, it will vary wildly depending on the table, the campaign, the adventure, the phase of the adventure, etc... [/QUOTE]
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The DM Should Only Talk 30% of the Time... Agree or Disagree?
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