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Beyond Old and New School - "The Secret That Was Lost"
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<blockquote data-quote="ExploderWizard" data-source="post: 6233224" data-attributes="member: 66434"><p>Those are not rules per se, more like terrible advice than anything else. I believe suggestions such as those did the most to put forth the idea that all DMs engaged in illusionism and regularly cheated to ensure desired outcomes. </p><p></p><p></p><p></p><p>I do really enjoy Gygaxian D&D but the 2E style you are referring to disinterests me as well. Why play at all if your decisions and actions are meaningless? </p><p></p><p></p><p></p><p>Here we disagree a bit. (surprise!! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />). In the D&D that I run, the players ultimately decide what adversity they wish to overcome AND their odds of overcoming it based on their own approach. While it is true that I populate the game world with 'things' other than the PCs, I do not get to pre-decide the what and when of some of those things resulting in adversity for the players. There is no conflict of interest because I don't know what adversity the players will drum up for themselves or what plans they might come up with to handle it. That is the fun of the game for me as a DM, being just as curious about what might happen as the players. I do a good deal of prep to ensure that multiple avenues of adventure are open for the players to explore. It is my job to provide the players with information and opportunity to seek adventure. The players choose their own destiny. Does this mean that everything is static and no events of any importance happen? Not at all. The world is always in motion and individuals and groups take steps to advance their agendas. The players may cross paths with many of them in their adventures thus getting entangled with ongoing plots hatched by these entities. This often leads to events and other opportunities that wouldn't have existed without player involvement. Thus the players can have a major impact on the world via their decisions and actions, none of which require complex resolution mechanics to bring about. </p><p></p><p>I do not play to tell a story, and therefore don't really care if one gets told or not.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6233224, member: 66434"] Those are not rules per se, more like terrible advice than anything else. I believe suggestions such as those did the most to put forth the idea that all DMs engaged in illusionism and regularly cheated to ensure desired outcomes. I do really enjoy Gygaxian D&D but the 2E style you are referring to disinterests me as well. Why play at all if your decisions and actions are meaningless? Here we disagree a bit. (surprise!! :D). In the D&D that I run, the players ultimately decide what adversity they wish to overcome AND their odds of overcoming it based on their own approach. While it is true that I populate the game world with 'things' other than the PCs, I do not get to pre-decide the what and when of some of those things resulting in adversity for the players. There is no conflict of interest because I don't know what adversity the players will drum up for themselves or what plans they might come up with to handle it. That is the fun of the game for me as a DM, being just as curious about what might happen as the players. I do a good deal of prep to ensure that multiple avenues of adventure are open for the players to explore. It is my job to provide the players with information and opportunity to seek adventure. The players choose their own destiny. Does this mean that everything is static and no events of any importance happen? Not at all. The world is always in motion and individuals and groups take steps to advance their agendas. The players may cross paths with many of them in their adventures thus getting entangled with ongoing plots hatched by these entities. This often leads to events and other opportunities that wouldn't have existed without player involvement. Thus the players can have a major impact on the world via their decisions and actions, none of which require complex resolution mechanics to bring about. I do not play to tell a story, and therefore don't really care if one gets told or not. [/QUOTE]
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