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<blockquote data-quote="Spell" data-source="post: 3992775" data-attributes="member: 19718"><p>BAD DM! BAD DM! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>sorry, just kidding. but you see, you realise it yourself: for whatever reason, you want to have control... and that's never going to reduce the enjoyment at the table regardless of the style of the players. if you have a great game while being rather... ehm... "controlling", you could have a really memorable game that your players should never forget.</p><p></p><p>when i had my group, i tended to be really controlling during character creation. i HATED obscure kit and rule specific characters, i hated ubercharacters, and i hated half gnoll half demon characters (we're talking AD&D 2nd edition here, so that wasn't even really in the rules... and yet i had one player constantly asking me to play something that made no sense, in the game world... bless his heart! <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>if you wanted to play at my table, you had to create a credible character that could work with the rest of the party... basically a normal human being (or elf, or whatnot).</p><p></p><p>after that, after the actual game started, i would have let the players do what they wanted. joe the wizard is DYING to become a lich? cool! henry the fighter wants the hackmaster sword +12? mmmh... i guess i could manage to fit it into the plot.... and so on.</p><p></p><p>in other words, once you start the game, it's everyone's game. don't take your player inputs as limit to your vision, but rather as an opportunity to expand the plot and enrich the game world in ways you had not imagined at first.</p><p></p><p>just my 2 pence's worth. <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></blockquote><p></p>
[QUOTE="Spell, post: 3992775, member: 19718"] BAD DM! BAD DM! :D sorry, just kidding. but you see, you realise it yourself: for whatever reason, you want to have control... and that's never going to reduce the enjoyment at the table regardless of the style of the players. if you have a great game while being rather... ehm... "controlling", you could have a really memorable game that your players should never forget. when i had my group, i tended to be really controlling during character creation. i HATED obscure kit and rule specific characters, i hated ubercharacters, and i hated half gnoll half demon characters (we're talking AD&D 2nd edition here, so that wasn't even really in the rules... and yet i had one player constantly asking me to play something that made no sense, in the game world... bless his heart! :)). if you wanted to play at my table, you had to create a credible character that could work with the rest of the party... basically a normal human being (or elf, or whatnot). after that, after the actual game started, i would have let the players do what they wanted. joe the wizard is DYING to become a lich? cool! henry the fighter wants the hackmaster sword +12? mmmh... i guess i could manage to fit it into the plot.... and so on. in other words, once you start the game, it's everyone's game. don't take your player inputs as limit to your vision, but rather as an opportunity to expand the plot and enrich the game world in ways you had not imagined at first. just my 2 pence's worth. :) [/QUOTE]
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