reelo
Hero
...randomness shouldn't go in the way of a good story.
Sure. But once you brace the randomness, it can make the best stories. [emoji4]
...randomness shouldn't go in the way of a good story.
You have yet to show how abuse of power(railroading) is not the mark of a bad DM. The 5e DMG mentions railroading once, and in a bad context. Nothing in any of your quotes says that railroading is acceptable.I'm not insisting to do it, I'm just pointing out that it's not a capital crime when this happens. Having a zero level of tolerance for it is for me not the mark of a collaborative player, and therefore the mark of a bad player.
If by "the form it ... take{s}" you mean "the outcome" I could. not. agree. more.From my perspective the expectation of collaboration is one thing. Insisting on the form that needs to take is another thing altogether.
I'd say, these things generally correlate. Like, if the game master sees themselves as some kind of auteur or god or entertaining singing man, then they probably would take someone leaving personally.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.
Running a linear adventure is not the same thing as railroading. Railroading is the negation or elimination of player choice. That's it. Something like using mold earth to create a passage through rock that the DM wasn't expecting...say bypassing a door with an incredibly complex lock on it that leads to the big bad long before the party is "meant to". The DM just saying no. Yeah, that's bad DMing. If there's an actual reason behind it, some fictional element, sure. If it's just to protect the DM's precious adventure...it's bad DMing. Like the illusionism of the quantum ogre.And if a player can't be even a little bit understanding about the difficulty of a DM's job, and can't even abide that the DM might just be following a module, or is just a beginner, or lacking confidence, or is just running the game to please friends, or just thinks that overall, the game is going to be better for the majority, then they are bad players, they should go write and adventure and try being a DM, just to see what they are capable of.
I'm not even a little bit understanding about the difficulty of a DM's job. Like, it's easy. Anyone who can play a role-playing game can run a role-playing game.And if a player can't be even a little bit understanding about the difficulty of a DM's job, and can't even abide that the DM might just be following a module, or is just a beginner, or lacking confidence, or is just running the game to please friends, or just thinks that overall, the game is going to be better for the majority, then they are bad players, they should go write and adventure and try being a DM, just to see what they are capable of.
Oh, sure.I'd say, these things generally correlate. Like, if the game master sees themselves as some kind of auteur or god or entertaining singing man, then they probably would take someone leaving personally.
I think it's easier for some people than it is for others. I think some people are better at it than others.I'm not even a little bit understanding about the difficulty of a DM's job. Like, it's easy. Anyone who can play a role-playing game can run a role-playing game.
Pretending that runnin games is some kind of complex or difficult endeavour that only a few irreplaceable people can do is, uhm, delusion of grandeur, I'd say.
It's similar to concepts like Let It Ride, Say Yes Or Roll the Dice, "fail forward," and so forth. Good GMs have already been doing those things for ages, but creating a term for it has made it into something of a meme.I don't think it was a person. We discussed campaigns before they began long before I ever heard of anything called session 0. The first time it came up online for me, I was like, "Hey! I already do that!"