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Adding Flavor to 3e- Your Methods, Solutions, Philosophies
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<blockquote data-quote="Henry" data-source="post: 1403963" data-attributes="member: 158"><p>What I usually tell my players is that speculating won't get them very far. <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'll sometimes put things in my games that make no sense to the players whatsoever - and I don't expect it to. Not every mystery has an immediate answer (I am a follower of Gygaxian thought on this concept). So if someone has abilities clearly outside their ostensible class-race makeup, or if they find an artifact or event that has no seeming answer, then there's a reason - but my players may never know what it is.</p><p></p><p>However, the players have to trust you to put together a fun game, and that you'll be objective and not shaft them intentionally. Without that trust, the GM is just another player, with no more authority than the players over the in-game circumstance and the game becomes a mundane and overly complex board game. If the players want the DM to follow a rigid code with no leeway, and do nothing but argue rules minutiae, then we might as well be playing the D&D miniatures game, instead of what we do play.</p></blockquote><p></p>
[QUOTE="Henry, post: 1403963, member: 158"] What I usually tell my players is that speculating won't get them very far. :) I'll sometimes put things in my games that make no sense to the players whatsoever - and I don't expect it to. Not every mystery has an immediate answer (I am a follower of Gygaxian thought on this concept). So if someone has abilities clearly outside their ostensible class-race makeup, or if they find an artifact or event that has no seeming answer, then there's a reason - but my players may never know what it is. However, the players have to trust you to put together a fun game, and that you'll be objective and not shaft them intentionally. Without that trust, the GM is just another player, with no more authority than the players over the in-game circumstance and the game becomes a mundane and overly complex board game. If the players want the DM to follow a rigid code with no leeway, and do nothing but argue rules minutiae, then we might as well be playing the D&D miniatures game, instead of what we do play. [/QUOTE]
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