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<blockquote data-quote="ThirdWizard" data-source="post: 2584349" data-attributes="member: 12037"><p>RC, I think I understand you much better now. </p><p></p><p>On the subject of entitlement:</p><p></p><p>I think I'm beginning to see this as more of a semantic difference. The DM should start plans by looking at what he would perceve as fun as should the players. I don't see this as an entitlement issue, but simply as people approaching the same situation from their own perspective. When the DM is having fun, the Players will get a more enjoyable game. When the Players are having fun, the DM will have fun and gain a tremendous sense of accomplishment.</p><p></p><p>You have to start off with your own feeling of what should constitute the game. I origionally thought you meant that the DM was entitled to more than the Players because of the extra work he was putting in. I think now you are saying that the DM should have a larger degree of freedom because that will allow him to be a better DM. If I'm wrong in this, be sure to correct me. <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><p></p><p></p><p></p><p>Touche (<-- pretend the little thingy is there)</p><p></p><p>However, I still do play with my group, and I wouldn't let another game interfere with the games that we play together.</p><p></p><p>On the topic of commerce:</p><p></p><p>Again, I think this is more a semantics issue. If you were trying to model social interaction, say with a computer model, you might be able to work it like that. Noone at the table is probably thinking in those terms, and I think that's what it is lacking by way of analogy.</p><p></p><p>I don't see the DM as offering a service to the players. Perhaps I'm taking a more egalitarian approach.</p><p></p><p>What happens when not everyone is getting what they want? Over the years, I've accomplished everyone getting 90% of what they want. I don't really think DMing is all that difficult if you know your players. Knowing your players is very important, and the DM who does has a far easier time. So, the Arthurian example would not happen to me, because I would know if my players would be up for something like that (they wouldn't), and I would alter my plans accordingly. So, while I'm not obligated to do so, I think it is not only in my best intersts to do so, but in the best interests of the game itself.</p><p></p><p>Do I have to? No, I don't. Do I want to? Yes. Because I want us all to enjoy ourselves.</p><p></p><p></p><p></p><p>Hmm... In some (many?) groups, yes. We don't have that kind of relationship in our group, however, and I would venture to say that at least some others share this in common with me.</p><p></p><p>If it were to the point where anyone in the group was not enjoying themselves enough that they were considering leaving the group, the game would change. So, we skip to the DM altering the position or someone else DMing without considering the leaving part. We're flexible enough with the game that leaving due to an in game issue is almost inconcevable. I've never had it happen.</p><p></p><p>I've disallowed things, but never something someone really wanted. Campaigns are equally likely to start based on a Player's idea as a DM's in our cases as well. It's all very... communist. <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=";)" /> Issues about what the campaign is supposed to be is agreed upon by all before the campaign begins. After that, the Players know where the game stands well enough that they won't try to break it. Before it begins, however, it is fairly malleable.</p><p></p><p></p><p></p><p>*whew* For a while there I was thinking you didn't think the DM should compromise. I was, gladly, mistaken. My bad. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I can see where I come off as a bit too compromisy, maybe, to some? I enjoy a more "anything goes" game than most people do, and so I'm going to be influenced by that. We all have our limits, and mine are perhaps further out than most people's.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 2584349, member: 12037"] RC, I think I understand you much better now. On the subject of entitlement: I think I'm beginning to see this as more of a semantic difference. The DM should start plans by looking at what he would perceve as fun as should the players. I don't see this as an entitlement issue, but simply as people approaching the same situation from their own perspective. When the DM is having fun, the Players will get a more enjoyable game. When the Players are having fun, the DM will have fun and gain a tremendous sense of accomplishment. You have to start off with your own feeling of what should constitute the game. I origionally thought you meant that the DM was entitled to more than the Players because of the extra work he was putting in. I think now you are saying that the DM should have a larger degree of freedom because that will allow him to be a better DM. If I'm wrong in this, be sure to correct me. ;) Touche (<-- pretend the little thingy is there) However, I still do play with my group, and I wouldn't let another game interfere with the games that we play together. On the topic of commerce: Again, I think this is more a semantics issue. If you were trying to model social interaction, say with a computer model, you might be able to work it like that. Noone at the table is probably thinking in those terms, and I think that's what it is lacking by way of analogy. I don't see the DM as offering a service to the players. Perhaps I'm taking a more egalitarian approach. What happens when not everyone is getting what they want? Over the years, I've accomplished everyone getting 90% of what they want. I don't really think DMing is all that difficult if you know your players. Knowing your players is very important, and the DM who does has a far easier time. So, the Arthurian example would not happen to me, because I would know if my players would be up for something like that (they wouldn't), and I would alter my plans accordingly. So, while I'm not obligated to do so, I think it is not only in my best intersts to do so, but in the best interests of the game itself. Do I have to? No, I don't. Do I want to? Yes. Because I want us all to enjoy ourselves. Hmm... In some (many?) groups, yes. We don't have that kind of relationship in our group, however, and I would venture to say that at least some others share this in common with me. If it were to the point where anyone in the group was not enjoying themselves enough that they were considering leaving the group, the game would change. So, we skip to the DM altering the position or someone else DMing without considering the leaving part. We're flexible enough with the game that leaving due to an in game issue is almost inconcevable. I've never had it happen. I've disallowed things, but never something someone really wanted. Campaigns are equally likely to start based on a Player's idea as a DM's in our cases as well. It's all very... communist. ;) Issues about what the campaign is supposed to be is agreed upon by all before the campaign begins. After that, the Players know where the game stands well enough that they won't try to break it. Before it begins, however, it is fairly malleable. *whew* For a while there I was thinking you didn't think the DM should compromise. I was, gladly, mistaken. My bad. :) I can see where I come off as a bit too compromisy, maybe, to some? I enjoy a more "anything goes" game than most people do, and so I'm going to be influenced by that. We all have our limits, and mine are perhaps further out than most people's. [/QUOTE]
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