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<blockquote data-quote="Hussar" data-source="post: 6418806" data-attributes="member: 22779"><p>But, what is being "contaminated" here? The DM, before the players ask, does not know if there is a beard or not. He hasn't thought of it - a likely event. Or, even if he has thought about it, it is not established in the game. It hasn't been described yet.</p><p></p><p>It makes absolutely no difference to the integrity of the game world whether you randomly roll the presence of that beard or declare it's presence or absence based on anything else- player wishes, the phase of the moon, whatever. None of this matters the slightest whit to the game world.</p><p></p><p>Now, if you change things <em>after</em> they have been established in play, fair enough. I totally agree with you there.</p><p></p><p>But, beforehand? There's nothing to contradict. There are no discrepancies in the game world. Personally, I'd rather facilitate player ideas, because, well, they're the players and it makes it more fun if I do facilitate their ideas. Saying "no" is far too easy and just shuts the players down. Say no too many times, and the players stop asking. Why would they continue? After all, the DM is just going to say no anyway, so, why bother. Just go with whatever the DM wants us to do and don't rock the boat. </p><p></p><p>When you hear DM's complaining about how their players are not pro-active and not interested in delving into the game, many times, it's this, right here, that's the culprit. The DM has shut down one too many ideas, the players are frustrated, and, instead of feeling frustrated, they simply go into passive consumer mode and wait for the DM to wheel up the plot wagon and start spoon feeding.</p><p></p><p>Player creativity and initiative are the best things at the table. They are worth their weight in gold. My advice would be to never put the game world elements that only exist in the DM's head in front of those things.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6418806, member: 22779"] But, what is being "contaminated" here? The DM, before the players ask, does not know if there is a beard or not. He hasn't thought of it - a likely event. Or, even if he has thought about it, it is not established in the game. It hasn't been described yet. It makes absolutely no difference to the integrity of the game world whether you randomly roll the presence of that beard or declare it's presence or absence based on anything else- player wishes, the phase of the moon, whatever. None of this matters the slightest whit to the game world. Now, if you change things [i]after[/i] they have been established in play, fair enough. I totally agree with you there. But, beforehand? There's nothing to contradict. There are no discrepancies in the game world. Personally, I'd rather facilitate player ideas, because, well, they're the players and it makes it more fun if I do facilitate their ideas. Saying "no" is far too easy and just shuts the players down. Say no too many times, and the players stop asking. Why would they continue? After all, the DM is just going to say no anyway, so, why bother. Just go with whatever the DM wants us to do and don't rock the boat. When you hear DM's complaining about how their players are not pro-active and not interested in delving into the game, many times, it's this, right here, that's the culprit. The DM has shut down one too many ideas, the players are frustrated, and, instead of feeling frustrated, they simply go into passive consumer mode and wait for the DM to wheel up the plot wagon and start spoon feeding. Player creativity and initiative are the best things at the table. They are worth their weight in gold. My advice would be to never put the game world elements that only exist in the DM's head in front of those things. [/QUOTE]
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