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3e, DMs, and Inferred Player Power
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<blockquote data-quote="mearls" data-source="post: 2548557" data-attributes="member: 697"><p>Sometimes, I wonder if the problems that people have with running D&D 3e are due to the rough transition from DMing 2e to 3e. Back in 2000, I was really disappointed that the DMG didn't come with an appendix that basically went, "So you've been running 2e/1e for 10 or more years? OK, here's what you need to re-learn to adjust to 3e..."</p><p></p><p>IME, a lot of DMs (myself included) went through a year or so of trial and error experimentation with the game before they finally got a good handle on how things worked. I was using ELs, XP awards, and the treasure by level system incorrectly or simply not using them for quite a long time.</p><p></p><p>I think that the art of running 3e is different than that artistry of running a 1e or 2e campaign. Running 1e was an exercise in thinking on your feet. Running 3e is an exercise in good planning. The skills overlap to a significant degree (1e required prep work, there's still plenty of room for improv in 3e), but the roots are different.</p><p></p><p>Personally, I think RPGs are at their best when the DM and players all have an equal stake in the fun and an equal voice at the table. I like it when my players take charge of the story and make stuff happen. I also like sharing the rules load. If one of my players knows the grapple rules inside and out, I don't mind at all deferring to him. But I can see how that runs counter to how 1e worked, and when I've run 1e or OD&D in the past 5 years I've noticed that my DMing style is much different. When you have to make a ruling to cover a situation, you can't just ask the players what the rule is or should be.</p></blockquote><p></p>
[QUOTE="mearls, post: 2548557, member: 697"] Sometimes, I wonder if the problems that people have with running D&D 3e are due to the rough transition from DMing 2e to 3e. Back in 2000, I was really disappointed that the DMG didn't come with an appendix that basically went, "So you've been running 2e/1e for 10 or more years? OK, here's what you need to re-learn to adjust to 3e..." IME, a lot of DMs (myself included) went through a year or so of trial and error experimentation with the game before they finally got a good handle on how things worked. I was using ELs, XP awards, and the treasure by level system incorrectly or simply not using them for quite a long time. I think that the art of running 3e is different than that artistry of running a 1e or 2e campaign. Running 1e was an exercise in thinking on your feet. Running 3e is an exercise in good planning. The skills overlap to a significant degree (1e required prep work, there's still plenty of room for improv in 3e), but the roots are different. Personally, I think RPGs are at their best when the DM and players all have an equal stake in the fun and an equal voice at the table. I like it when my players take charge of the story and make stuff happen. I also like sharing the rules load. If one of my players knows the grapple rules inside and out, I don't mind at all deferring to him. But I can see how that runs counter to how 1e worked, and when I've run 1e or OD&D in the past 5 years I've noticed that my DMing style is much different. When you have to make a ruling to cover a situation, you can't just ask the players what the rule is or should be. [/QUOTE]
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