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<blockquote data-quote="innerdude" data-source="post: 6351195" data-attributes="member: 85870"><p>In general I agree with you. For my last campaign, I consciously made an effort to follow the clues players were leaving about the kind of characters they wanted to run, the types of action they wanted to experience, the adventures they were interested in, etc. That's absolutely a key component for being a successful GM. I spent more time re-organizing scene frames in my last Savage Worlds campaign than in any other three campaigns combined, because I wanted to give the players what they wanted. </p><p></p><p>What Gygax is talking would very much apply to a player in my secondary group who just last week, I kid you not, spent a good 6-8 hours doing NOTHING but looking through D&D 3.5 material to try and find feats that would boost his animal companion (he's playing a druid). He actually had the guts to straight up ask the GM, "I think you should let my wolf take Feat X" (I can't remember what it was actually called) "which lets me use him as a riding animal." </p><p></p><p>So, he wanted his 1st level druid animal companion--an average, normal wolf--to take a feat designed for ACTUAL riding animals . . . just because the player wanted to. And to top it off, the player's character is a full-sized human. Not a halfling, not a dwarf . . . a human. </p><p></p><p>Of course, after the GM read the feat in detail, it was totally against RAW (as written the feat would have required the character to spend a YEAR training the animal, even if it was the right size to be a riding animal, which it wasn't). Should the GM just have allowed it? I don't think so. And more to the point, if you know this player, you'd know it wasn't an expression of a deep-seated roleplaying desire, it's one of pure power gamesmanship. </p><p></p><p>The unstated, underlying assumption for you, [MENTION=42582]pemerton[/MENTION], is that <em>you have good players that are looking to build a certain kind of experience, and don't go out of their way to push the envelope against certain boundaries. </em>In Gary's day from his context, D&D operated very much under a "group of the week" phenomenon, where Gary might not have any idea who half of the 6-10 people who showed up to play would be. Gary's advice isn't null and void, since based on his context it's eminently applicable. It merely needs clarification, exposition, and updating to achieve other play styles successfully.</p></blockquote><p></p>
[QUOTE="innerdude, post: 6351195, member: 85870"] In general I agree with you. For my last campaign, I consciously made an effort to follow the clues players were leaving about the kind of characters they wanted to run, the types of action they wanted to experience, the adventures they were interested in, etc. That's absolutely a key component for being a successful GM. I spent more time re-organizing scene frames in my last Savage Worlds campaign than in any other three campaigns combined, because I wanted to give the players what they wanted. What Gygax is talking would very much apply to a player in my secondary group who just last week, I kid you not, spent a good 6-8 hours doing NOTHING but looking through D&D 3.5 material to try and find feats that would boost his animal companion (he's playing a druid). He actually had the guts to straight up ask the GM, "I think you should let my wolf take Feat X" (I can't remember what it was actually called) "which lets me use him as a riding animal." So, he wanted his 1st level druid animal companion--an average, normal wolf--to take a feat designed for ACTUAL riding animals . . . just because the player wanted to. And to top it off, the player's character is a full-sized human. Not a halfling, not a dwarf . . . a human. Of course, after the GM read the feat in detail, it was totally against RAW (as written the feat would have required the character to spend a YEAR training the animal, even if it was the right size to be a riding animal, which it wasn't). Should the GM just have allowed it? I don't think so. And more to the point, if you know this player, you'd know it wasn't an expression of a deep-seated roleplaying desire, it's one of pure power gamesmanship. The unstated, underlying assumption for you, [MENTION=42582]pemerton[/MENTION], is that [I]you have good players that are looking to build a certain kind of experience, and don't go out of their way to push the envelope against certain boundaries. [/I]In Gary's day from his context, D&D operated very much under a "group of the week" phenomenon, where Gary might not have any idea who half of the 6-10 people who showed up to play would be. Gary's advice isn't null and void, since based on his context it's eminently applicable. It merely needs clarification, exposition, and updating to achieve other play styles successfully. [/QUOTE]
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