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D&D Dungeon Master’s Guide (2024)
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<blockquote data-quote="FitzTheRuke" data-source="post: 9467513" data-attributes="member: 59816"><p><Trying desperately to follow what you're trying to illustrate.></p><p></p><p></p><p>,You're losing me.</p><p></p><p></p><p>I think I follow this "in theory" but it's a phenomenon that I have never experienced. Players get involved in the story <em>because they want to be involved in it</em>. And DM isn't so much <em>telling</em> the story as <em>building</em> it, with the player's active involvement.</p><p></p><p>Often when you and I speak, I can't understand where you're coming from, because I can't even envision what a table like you are implying would even look like. So I think that I resist your illustrations (assuming that I understand them correctly) on that basis. </p><p></p><p>Am I right that you are (generally) trying to illustrate a potential <em>worst case scenario</em> (as opposed to, say, your expected 'everyday' experience)? Because I think it makes more sense on that level. But I'm not sure.</p><p></p><p></p><p>I <em>did</em> probably miss that part, because I can't imagine it happening. I mean, don't get me wrong, I expect any game/story that is made by a group of individuals to include side-tangents and unforeseen routes to point B or unexpected solutions to problem Y. </p><p></p><p>That's a feature, not a flaw.</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 9467513, member: 59816"] <Trying desperately to follow what you're trying to illustrate.> ,You're losing me. I think I follow this "in theory" but it's a phenomenon that I have never experienced. Players get involved in the story [I]because they want to be involved in it[/I]. And DM isn't so much [I]telling[/I] the story as [I]building[/I] it, with the player's active involvement. Often when you and I speak, I can't understand where you're coming from, because I can't even envision what a table like you are implying would even look like. So I think that I resist your illustrations (assuming that I understand them correctly) on that basis. Am I right that you are (generally) trying to illustrate a potential [I]worst case scenario[/I] (as opposed to, say, your expected 'everyday' experience)? Because I think it makes more sense on that level. But I'm not sure. I [I]did[/I] probably miss that part, because I can't imagine it happening. I mean, don't get me wrong, I expect any game/story that is made by a group of individuals to include side-tangents and unforeseen routes to point B or unexpected solutions to problem Y. That's a feature, not a flaw. [/QUOTE]
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