Has anyone said anything different?...
I am a big believer in Open Door games. Basically everyone should feel comfortable to express their concerns and can leave at anytime without judgement.
Has anyone said anything different?...
I am a big believer in Open Door games. Basically everyone should feel comfortable to express their concerns and can leave at anytime without judgement.
Sorry, but no. And you can stop tagging me, thanks.
The DM controls literally everything in the game except the PCs. If the DM can’t manage to run a good game without also taking away the one thing the players get to do in the game (i.e. control their characters), then that’s a bad DM. If you need to control the PCs in addition to everything else in the game, then go write a novel and stop running games.
No. They've left it. I'd prep stuff dealing with what the PCs are heading towards.
You're reading into that statement that which is not there. Nothing in that sentence says the only paths are those which the DM has already created. If my character decides to forge down a new path, it is also a path that the DM creates as an adventure for the character to explore. You're trying to treat it as only having one possible interpretation and it has multiples, including mine.
And again, this is a session 0 discussion.
Yes necessarily. An unapproved railroad is always a bad thing, regardless of the DM's intent.
The DM does not have the right to take away from or invalidate my decisions regarding my character. Authority sure, but not the right. A DM that does that is abusing his power.
It seems plausible--easy, even--to (mis)interpret "The DM has ultimate authority" as saying "the players' concerns don't matter." I can definitely see some DMs as seeming less approachable than others.Has anyone said anything different?
I personally was at more than a couple of games where leaving was, uhm, a complex thing.I don't think anyone has said players were subject to the Third Law of Thermodynamics (revised): You can't quit.
Yeah. It can be complex and complicated to leave a game, but that's not so much a matter of GM Authority as ... {waves hands} ... social stuff.I personally was at more than a couple of games where leaving was, uhm, a complex thing.
No I'm not. I'm not even slightly annoyed, because I want the players to have fun, not get forced through a module that I bought. Especially since I can probably use it at some point in the future, or if not completely, cannibalize parts of it(neat traps, etc.) for use elsewhere.And you are not pissed off that, in addition to the fact that you did preparation for nothing, it might even have cost you money to procure the module?
The game has progressed a long way since that time. There are many different playstyles in the DMG that differ from what the game was at its inception.It is, I'm just telling you what the default way of playing the game is, and has been since its inception.
What is in a module that you consider to be a railroad, because in the ones that I've purchased, I haven't seen any rails. Linear yes. Rails, no.Yeah right, I'm sure that we'll find many certified railroading approval forms all over the net, for all the official modules that do it.
I have 3(including me) in my group of 5. None of which are insistent that they be able to force players around and invalidate their choices.Yeah right, with an attitude like this, I guess I understand why DMs are so hard to come by...
It seems plausible--easy, even--to (mis)interpret "The DM has ultimate authority" as saying "the players' concerns don't matter." I can definitely see some DMs as seeming less approachable than others.
I don't think anyone has said players were subject to the Third Law of Thermodynamics (revised): You can't quit.
I might be wrong about the latter.
In all fairness, abusing their authority as a DM is only one way to be a bad DM. You shouldn't be limiting people's creativity!I personally was at more than a couple of games where leaving was, uhm, a complex thing.
No I'm not. I'm not even slightly annoyed, because I want the players to have fun, not get forced through a module that I bought. Especially since I can probably use it at some point in the future, or if not completely, cannibalize parts of it(neat traps, etc.) for use elsewhere.
The game has progressed a long way since that time. There are many different playstyles in the DMG that differ from what the game was at its inception.
What is in a module that you consider to be a railroad, because in the ones that I've purchased, I haven't seen any rails. Linear yes. Rails, no.
I have 3(including me) in my group of 5. None of which are insistent that they be able to force players around and invalidate their choices.