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<blockquote data-quote="Lylandra" data-source="post: 6971539" data-attributes="member: 6816692"><p>As for Celebrim and Jhaelen... I can agree with both of your points of view and I don't think they are necessarily exclusive. </p><p></p><p>I've only seen the one extreme Celebrim decribed before and yes, it is a sign of an over-confident and underprepared DM: To play in a session where you, as the player, can basically say anything and, depending on how much the DM likes your approach, your solution or idea suddenly becomes the "right one" which makes it feel like somehow you changed the ingame reality. Now if you happen to have one player whose ideas are favoured by the DM or you happen to percieve that it is always the second (or third) approach that somehow succeeds, then you start feeling seriously tricked. BEcause right now, you realize that there is no given adventure and the DM is making it all up on spot.</p><p></p><p>Now, don't get me wrong, I *do* like player influence on the campaign. I always try to weave the character's motivations and backstories into modules and change things on the fly, depending on how much my players like certain NPC or situations. I ask them what they've liked most or whether or not their character wants to invest into an ongoing relationship/friendship/enmity with NPC X. I *love* creative ideas and enjoy player solutions that were not forseen by neither me, nor the module and I tend to say "yes" to such approaches if they seem reasonable. but that doesn't mean that there is no range of "planned solutions" which I can invoke should my players happen to play it safe. </p><p></p><p>Because as much as I loathe "swimming" in a sea of "anything can happen" because there is nothing prepared in advance, I also hate being trapped in a published module straightjacket as a player where every second answer is "oh, that's not how it works in this module" or "this solution is not provided, so it doesn't work" even if the idea seems more elegant than the forseen path. A good DM can improvise on the spot and add in ideas of her own (be it spontaneously or in advance) while the players don't even notice that something is different.</p></blockquote><p></p>
[QUOTE="Lylandra, post: 6971539, member: 6816692"] As for Celebrim and Jhaelen... I can agree with both of your points of view and I don't think they are necessarily exclusive. I've only seen the one extreme Celebrim decribed before and yes, it is a sign of an over-confident and underprepared DM: To play in a session where you, as the player, can basically say anything and, depending on how much the DM likes your approach, your solution or idea suddenly becomes the "right one" which makes it feel like somehow you changed the ingame reality. Now if you happen to have one player whose ideas are favoured by the DM or you happen to percieve that it is always the second (or third) approach that somehow succeeds, then you start feeling seriously tricked. BEcause right now, you realize that there is no given adventure and the DM is making it all up on spot. Now, don't get me wrong, I *do* like player influence on the campaign. I always try to weave the character's motivations and backstories into modules and change things on the fly, depending on how much my players like certain NPC or situations. I ask them what they've liked most or whether or not their character wants to invest into an ongoing relationship/friendship/enmity with NPC X. I *love* creative ideas and enjoy player solutions that were not forseen by neither me, nor the module and I tend to say "yes" to such approaches if they seem reasonable. but that doesn't mean that there is no range of "planned solutions" which I can invoke should my players happen to play it safe. Because as much as I loathe "swimming" in a sea of "anything can happen" because there is nothing prepared in advance, I also hate being trapped in a published module straightjacket as a player where every second answer is "oh, that's not how it works in this module" or "this solution is not provided, so it doesn't work" even if the idea seems more elegant than the forseen path. A good DM can improvise on the spot and add in ideas of her own (be it spontaneously or in advance) while the players don't even notice that something is different. [/QUOTE]
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