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3e, DMs, and Inferred Player Power
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<blockquote data-quote="Belen" data-source="post: 2582376" data-attributes="member: 1405"><p>No he doesn't it. He basically says that a DM's primary purpose is to service the players and their needs above all else. In his view, the DM is not even equal to the players. The DM is a servant. Not only that, but his argument goes back to the intended purpose of this thread in that a DM is allowed to say "No." In his view, a DM is not allowed to say no. The DM must find a way to accomadate the players desires unless it would seriously affect the fun of the other players! Whether the player's concept fits the world or the campaign does not matter.</p><p></p><p></p><p></p><p>You keep harping on this. Do you only allow players to buy magic items in your game? You completely discount the possibility that a player may quest to find any item of value. Just because someone uses a bec du corbin does not mean that no one ever had a magical one created. It does not strain belief that a player could go quest for an item rather than pick it up at the local magic mart.</p><p></p><p>I agree that the option to find a caster to create the item should exist, although I rarely would allow the PCs to get away with simplely paying for an item. Usually, the players will have to agree to grant some form of service to the caster or quest for the materials he needs to create the item. I call that flavor.</p><p></p><p>Also, you imply that any PC should be able to have the specific items they desire. So, if you want a flaming, thundering mithril bec du corbin of speed and one does not exist in the world, then the player should have the opportunity to have that specific weapon because just any magical bec du corbin will not do.</p><p></p><p>Sorry, but while the player may be able to get what he wants, the rest of the players better agree to all of the questing time that will be needed to fund one's players item desire. </p><p></p><p></p><p></p><p>Why should a DM "drop" magical equipment? Most of the enemies in my games are not that well outfitted. </p><p></p><p>Of course, we can turn this around. Why should a DM be held hostage by the player who wants to use such a unique weapon? Obviously, the player chose a rare weapon knowing that it would be more difficult to find or commission. If the player has to wait longer for the DM to fit a player choice into the game, then that is the player's fault. The DM should not be required to stop everything because one person needs to buy a rare item to satisfy their desires on the spot.</p><p></p><p></p><p></p><p>Agreed. Again, they better hope that every other player wants to stop what they are doing and agree to go chase down something for the one guy who needed something out of the ordinary. I do love it when someone wants to add flavor to a game, but they are not the only player and if he wants that magic bec du corbin, then he better convince the others that it is a good thing for him to have it.</p><p></p><p></p><p></p><p>Uh...I work on adventures in the short term. The heavy work comes with world creation. I can have 100 pages of world material while only a few pages of session adventure material.</p><p></p><p>World creation is not railroading.</p><p></p><p></p><p></p><p>No, the really funny thing is that people equated the DMs ability to say "no" as a house rules discussion. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Belen, post: 2582376, member: 1405"] No he doesn't it. He basically says that a DM's primary purpose is to service the players and their needs above all else. In his view, the DM is not even equal to the players. The DM is a servant. Not only that, but his argument goes back to the intended purpose of this thread in that a DM is allowed to say "No." In his view, a DM is not allowed to say no. The DM must find a way to accomadate the players desires unless it would seriously affect the fun of the other players! Whether the player's concept fits the world or the campaign does not matter. You keep harping on this. Do you only allow players to buy magic items in your game? You completely discount the possibility that a player may quest to find any item of value. Just because someone uses a bec du corbin does not mean that no one ever had a magical one created. It does not strain belief that a player could go quest for an item rather than pick it up at the local magic mart. I agree that the option to find a caster to create the item should exist, although I rarely would allow the PCs to get away with simplely paying for an item. Usually, the players will have to agree to grant some form of service to the caster or quest for the materials he needs to create the item. I call that flavor. Also, you imply that any PC should be able to have the specific items they desire. So, if you want a flaming, thundering mithril bec du corbin of speed and one does not exist in the world, then the player should have the opportunity to have that specific weapon because just any magical bec du corbin will not do. Sorry, but while the player may be able to get what he wants, the rest of the players better agree to all of the questing time that will be needed to fund one's players item desire. Why should a DM "drop" magical equipment? Most of the enemies in my games are not that well outfitted. Of course, we can turn this around. Why should a DM be held hostage by the player who wants to use such a unique weapon? Obviously, the player chose a rare weapon knowing that it would be more difficult to find or commission. If the player has to wait longer for the DM to fit a player choice into the game, then that is the player's fault. The DM should not be required to stop everything because one person needs to buy a rare item to satisfy their desires on the spot. Agreed. Again, they better hope that every other player wants to stop what they are doing and agree to go chase down something for the one guy who needed something out of the ordinary. I do love it when someone wants to add flavor to a game, but they are not the only player and if he wants that magic bec du corbin, then he better convince the others that it is a good thing for him to have it. Uh...I work on adventures in the short term. The heavy work comes with world creation. I can have 100 pages of world material while only a few pages of session adventure material. World creation is not railroading. No, the really funny thing is that people equated the DMs ability to say "no" as a house rules discussion. ;) [/QUOTE]
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