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General Tabletop Discussion
*Dungeons & Dragons
Chekhov's Gun and the Hickman Revolution- What Type of Campaign Do You Run?
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<blockquote data-quote="abirdcall" data-source="post: 8851678" data-attributes="member: 6748898"><p>I've found this to be the source of some passionate fighting in D&D forums.</p><p></p><p>There are quite a number of people who feel the DM has an obligation to change the game to fit the PCs. </p><p></p><p>If there is a lock picking rogue the DM must then create locks to put in the adventure.</p><p></p><p>If I were playing that rogue I would be upset that my presence caused a bunch of locks to get in our way.</p><p></p><p>I find that thinking actually negates player choice. Their choices don't matter if the DM is just going to change things around.</p><p></p><p>I play published adventures so I am still in the narrative is important camp. I just think there should be some game there too.</p><p></p><p>This also comes up with the outcome of combats. There are many who argue the PCs are expected to win and it is the bad DM that allows them to lose.</p><p></p><p>Finally, on the matter of the literal gun - I use random treasure which seems to be very unpopular. The PCs get what they get and it is up to them to use it as best they can.</p><p></p><p>It is these elements - unique characters, uncertain outcomes, random treasure, and oh yes the also unpopular in modern play random encounters that makes for a compelling game and an exciting story. </p><p></p><p>Narrative is important for me in play but I don't want to know how the story ends before I've even played.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 8851678, member: 6748898"] I've found this to be the source of some passionate fighting in D&D forums. There are quite a number of people who feel the DM has an obligation to change the game to fit the PCs. If there is a lock picking rogue the DM must then create locks to put in the adventure. If I were playing that rogue I would be upset that my presence caused a bunch of locks to get in our way. I find that thinking actually negates player choice. Their choices don't matter if the DM is just going to change things around. I play published adventures so I am still in the narrative is important camp. I just think there should be some game there too. This also comes up with the outcome of combats. There are many who argue the PCs are expected to win and it is the bad DM that allows them to lose. Finally, on the matter of the literal gun - I use random treasure which seems to be very unpopular. The PCs get what they get and it is up to them to use it as best they can. It is these elements - unique characters, uncertain outcomes, random treasure, and oh yes the also unpopular in modern play random encounters that makes for a compelling game and an exciting story. Narrative is important for me in play but I don't want to know how the story ends before I've even played. [/QUOTE]
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Community
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Chekhov's Gun and the Hickman Revolution- What Type of Campaign Do You Run?
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