Jasperak
Adventurer
/snip
At any rate...AD&D for me, plays like a fantasy combat simulator with very cool and immersive role-play elements provided by myself and the players to the best of our own abilities rather than having them defined by the rules. "Is the king lying?" "Let me repeat what the king said - you tell me if you think your character thinks the king is lying." versus "Is the king lying?" "Give me a sense motive roll."
Is it about the DM being an adversary? Of course! I'm the foeman, the villian, the cold, implacable universe to which there is no appealing nor call for succor. When the characters win, they've defeated a mighty opponent who tried at every turn to best them and they still won. I don't go in for "participatory storytelling".
I guess that right there defines it for me. I challenge the players characters (and therefore indirectly the players themselves) to the best of my ability. It's the way they want to game, and the way I want to game. If I lighten up and let situations slide, let them win without a real challenge...then it cheapens the whole game experience and we have less fun.
Yes to all the above. Saves me from typing near identical thoughts.

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