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D&D Dungeon Master’s Guide (2024)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9466725" data-attributes="member: 82106"><p>Yes, but you are seriously selling it short! The DM isn't some weaksauce RNG with a couple dozen stock elements to deploy. They can add any sort of diabolical trap, monster, feature, etc. However they are required to place it within the context of the dungeon, and there are a pretty extensive set of rules for adjudication of interactions. The DM should extend those rules before play, during design, where it's obvious they're not adequate or are likely to be insufficient.</p><p></p><p>The players also have much wider leeway than in some computer game. Frankly the comparison is pretty much worthless. </p><p></p><p>Even so, the goals and means used in play are pretty well structured and laid out, so classic DC play can be quite formalized. There's generally SOME open ended stuff in any D&D game, but less than you all seem to think.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9466725, member: 82106"] Yes, but you are seriously selling it short! The DM isn't some weaksauce RNG with a couple dozen stock elements to deploy. They can add any sort of diabolical trap, monster, feature, etc. However they are required to place it within the context of the dungeon, and there are a pretty extensive set of rules for adjudication of interactions. The DM should extend those rules before play, during design, where it's obvious they're not adequate or are likely to be insufficient. The players also have much wider leeway than in some computer game. Frankly the comparison is pretty much worthless. Even so, the goals and means used in play are pretty well structured and laid out, so classic DC play can be quite formalized. There's generally SOME open ended stuff in any D&D game, but less than you all seem to think. [/QUOTE]
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