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Chumming the dungeon
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<blockquote data-quote="Pbartender" data-source="post: 5170256" data-attributes="member: 7533"><p>And some of us are saying that, as with any and every technique of DMing in RPGs, it can be either the former or the latter or somewhere in between, depending on the current circumstances of the adventure, the players and the DM.</p><p></p><p></p><p></p><p>Neither does it equal "pixel bitching", as you so eloquently put it.</p><p></p><p>What I'm talking about is when the players do start throwing out the classic Gygaxian noodling, looking for clues, but the DM purposefully denies them progress, because they haven't yet said the proverbial, "Mother may I". That is railroading just as bad as anything, and penalizes player ingenuity.</p><p></p><p>I'm talking about "interesting, inventive ways to solve the problems" being interesting and inventive ways to solve a specific problem that I have already presented to the players, but using ways and means that I might not have originally envisioned. If it is a reasonable solution to the problem at hand, then why not let it work sometimes and reward that creativity?</p><p></p><p>I'm talking about occasionally making minor plot changes, because what the players came up with as a group is better and more interesting than what I imagined alone, and the adventure and campaign will be better for it in the end.</p><p></p><p>I'm talking about being flexible as a DM, without being an asshat, because DMs are not infallible.</p><p></p><p></p><p></p><p>Whatever. I see where you are going with that, but I'm assuming that we are playing with a DM who isn't a jerk.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 5170256, member: 7533"] And some of us are saying that, as with any and every technique of DMing in RPGs, it can be either the former or the latter or somewhere in between, depending on the current circumstances of the adventure, the players and the DM. Neither does it equal "pixel bitching", as you so eloquently put it. What I'm talking about is when the players do start throwing out the classic Gygaxian noodling, looking for clues, but the DM purposefully denies them progress, because they haven't yet said the proverbial, "Mother may I". That is railroading just as bad as anything, and penalizes player ingenuity. I'm talking about "interesting, inventive ways to solve the problems" being interesting and inventive ways to solve a specific problem that I have already presented to the players, but using ways and means that I might not have originally envisioned. If it is a reasonable solution to the problem at hand, then why not let it work sometimes and reward that creativity? I'm talking about occasionally making minor plot changes, because what the players came up with as a group is better and more interesting than what I imagined alone, and the adventure and campaign will be better for it in the end. I'm talking about being flexible as a DM, without being an asshat, because DMs are not infallible. Whatever. I see where you are going with that, but I'm assuming that we are playing with a DM who isn't a jerk. [/QUOTE]
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