D&D General Playstyle vs Mechanics

Interesting discussion; my take on all of this comes from the privilege of having played and run TTRPGs since the mid-90s, and my experiences have colored my perceptions. I never run a RPG 100% rules as written, or setting as written. I treat most games, especially D&D, as a "toolkit" to craft things into the way that I want them to be, and the way my players want them to be.

My personal perspective isn't of any use to brand new, younger players or DMs who don't know any better, or who don't watch tons of YouTube RPG channels full of advice.

I can see how it is unfortunate that some newer, inexperienced players might be getting the wrong impression of the potential of D&D; how it doesn't HAVE to be played out of the box in a default High Fantasy, High Optimism method, that there's nuance and dials to customize it to your liking. Or where the limits are (ie, when it is best to try out a different game with better support for a different style).

If I'm running D&D mostly "out of the box", I will not act surprised when a player defeats a seemingly mundane challenge through magical means or "kewl powers". I've come to accept that and it isn't jarring. You can definitely tweak the dials to make the game more gritty in feel (that's a bloody fact, not denial), but at some point you may want to tell folks that it may be less effort, and a better experience, to try out something else.

Hence why I can't sympathize with "all or nothing" opinions of the game, whether in good or bad faith. Just because I tweak things to my personal taste doesn't mean that I'm a fool for enjoying a particular game. I tweak EVERY RPG that I run, even the sacred cow ones.
 

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As stated in my post - that is a choice, but it is only a "fix" to those that didn't like the features. To the ones that did it's messing with something that wasn't broken and making it worse.
it fixes having these arguments, you never needed these features to allow players to know messengers or whatever anyway, and clearly having the features did not solve anything either
 

I think the distinction is you see a rule as being a problem/poorly designed because a motivated player might abuse it to "beat the scenario".

In my games, the players and I are trying to tell a fun story together, and I don't need a rule to prevent a good player from telling a bad story.

And even if I was playing in "beat the scenario", there's nothing in the power description that prohibits the DM from reining in bad narration or declaring a particular usage implausible and thus out-of-bounds.
OK, but then most of the rules seem unnecessary. Why roll dice and apply complicated rules to see whether characters succeed, why not just let the players to decide? That way they can choose what makes most interesting story for them.
 


OK, but then most of the rules seem unnecessary. Why roll dice and apply complicated rules to see whether characters succeed, why not just let the players to decide? That way they can choose what makes most interesting story for them.
There are plenty of games that do that!
 



not everyone is that lucky ;)
To be fair I have had problem players who took advantage of my flexibility to try to bully me into changing the rules, mid-campaign, so suit their tastes. So that their characters could be more super heroic.

I learned my lesson and now I am more discerning with whom I play with, and how I communicate my playstyle, and boundaries, with my potential players.

I'm still a very "chill" DM who perhaps is a bit too loose with interpreting the rules. But I acknowledge that there are bad faith actors out there, and boundaries need to be clearly understood by all at the table. Especially about rules like the 2014 Background features.

Play in good faith and I'll DM in good faith.
 



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