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<blockquote data-quote="jmartkdr2" data-source="post: 8064309" data-attributes="member: 7017304"><p>I sincerely doubt you do any of the things I'm calling wrong - I'm sure that when you make a change from the base game, you both have a reason and generally articulate it, and the fact that you normally do is why your players do trust you when you occasionally say "just trust me, okay?" You've earned their trust, they didn't give it blindly the first time you met them.</p><p></p><p>I'd say that about every regular poster on this board. </p><p></p><p>Where I get... shirty, is dms who act like tin gods because they're not just bad for the campaign, they're bad for the <em>hobby.</em> Since by assuming they're always right and rejecting player input out the gate, they drive away players and/or foster adversarial attitudes.</p><p></p><p>So my experience has lead to to conclude that any dm not willing to communicate what they're trying to do should not be trusted, because the only reason to leave the players out of their thinking is that they don't want input from the players. And this dos not, i my experience, change once play begins - the whole game will run without player input. </p><p></p><p>I've been burned by this more than a couple times. It adds up. Although I know to watch for it now, I can also see it ruining other people's fun, and that bothers me.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8064309, member: 7017304"] I sincerely doubt you do any of the things I'm calling wrong - I'm sure that when you make a change from the base game, you both have a reason and generally articulate it, and the fact that you normally do is why your players do trust you when you occasionally say "just trust me, okay?" You've earned their trust, they didn't give it blindly the first time you met them. I'd say that about every regular poster on this board. Where I get... shirty, is dms who act like tin gods because they're not just bad for the campaign, they're bad for the [I]hobby.[/I] Since by assuming they're always right and rejecting player input out the gate, they drive away players and/or foster adversarial attitudes. So my experience has lead to to conclude that any dm not willing to communicate what they're trying to do should not be trusted, because the only reason to leave the players out of their thinking is that they don't want input from the players. And this dos not, i my experience, change once play begins - the whole game will run without player input. I've been burned by this more than a couple times. It adds up. Although I know to watch for it now, I can also see it ruining other people's fun, and that bothers me. [/QUOTE]
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