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Daggerheart "Description on Demand" a GM DON'T
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<blockquote data-quote="Cergorach" data-source="post: 9748832" data-attributes="member: 725"><p>It doesn't matter that you disagree, it matters what the DM/players of a particular game think.</p><p></p><p>The issues can be many, as you describe, one of those issues could be putting a player on the spot that isn't that creative ad-hoc. My personal pet peeve would be that I, as a player would be creating parts of the world I should not have influence on, like the structure of the bark on a tree, that is the domain of the DM. If my character made something, it would be a different matter, how my character looks, and dresses, how he made his keep, etc. All fine. In the end it all comes down to: it really depends on the players and the DM.</p><p></p><p>As a matter of fact, I'm currently DMing something for my group that is very adjacent to this concept and I have to approach it very carefully, as different players are comfortable with it (or not) on very different levels. They characters have lost their memory + timeloop, they are redoing and rediscovering things they've already done and things they've already become. Essentially new decisions they make now becomes reality, an example: a player gained a level and multi-classed into Wizard, finding out there was a spellbook in their backpack with more first level spells in there then there should be... They currently have <em>way</em> more agency in setting their reality through their choices, but it's still not completely creating that reality. But it leans heavy enough against the description on demand stuff that it takes folks out of their comfort zone. The advantage is that I indicated before that I would go outside people's comfort zones to spice things up a bit, but it's balancing on an edge to keep everyone having fun.</p><p></p><p>Pnp RPGs tend to be a balancing act between player agency, fun for everyone, and world building. When a world feels like it's make out of very soft goo, many people won't like it. Just like DMs fudging dice regularly is not a good idea, or constantly adjusting encounter difficulty up and down for the party, makes many players feel like they have no agency and/or nothing they do matters.</p></blockquote><p></p>
[QUOTE="Cergorach, post: 9748832, member: 725"] It doesn't matter that you disagree, it matters what the DM/players of a particular game think. The issues can be many, as you describe, one of those issues could be putting a player on the spot that isn't that creative ad-hoc. My personal pet peeve would be that I, as a player would be creating parts of the world I should not have influence on, like the structure of the bark on a tree, that is the domain of the DM. If my character made something, it would be a different matter, how my character looks, and dresses, how he made his keep, etc. All fine. In the end it all comes down to: it really depends on the players and the DM. As a matter of fact, I'm currently DMing something for my group that is very adjacent to this concept and I have to approach it very carefully, as different players are comfortable with it (or not) on very different levels. They characters have lost their memory + timeloop, they are redoing and rediscovering things they've already done and things they've already become. Essentially new decisions they make now becomes reality, an example: a player gained a level and multi-classed into Wizard, finding out there was a spellbook in their backpack with more first level spells in there then there should be... They currently have [I]way[/I] more agency in setting their reality through their choices, but it's still not completely creating that reality. But it leans heavy enough against the description on demand stuff that it takes folks out of their comfort zone. The advantage is that I indicated before that I would go outside people's comfort zones to spice things up a bit, but it's balancing on an edge to keep everyone having fun. Pnp RPGs tend to be a balancing act between player agency, fun for everyone, and world building. When a world feels like it's make out of very soft goo, many people won't like it. Just like DMs fudging dice regularly is not a good idea, or constantly adjusting encounter difficulty up and down for the party, makes many players feel like they have no agency and/or nothing they do matters. [/QUOTE]
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