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Describe your mode of D&D
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<blockquote data-quote="clearstream" data-source="post: 8290138" data-attributes="member: 71699"><p>Following a couple of interesting threads on modes of play, I wondered what mode I might run my next campaign in, and what modes other DMs run theirs in. Thinking specifically in terms of 5th edition D&D (I know that other systems support divers modes, I'm interested in 5e here). If you have time, could you concisely state the terms of your mode of play? For example, for my next campaign I am thinking about -</p><h2><span style="font-size: 18px">1. DM crafts the situation</span></h2><p>Rather than having a story in mind, the DM crafts the situation—made up of elements with reason for being and dynamics that govern them.</p><p><em><span style="color: rgb(65, 168, 95)">We do this so the established facts can unfold flexibly, in any direction.</span></em></p><h2><span style="font-size: 18px">2. Play to find out</span></h2><p>There is no pre-scripted story. The story emerges from -</p><ul> <li data-xf-list-type="ul">player choices in the situation +</li> <li data-xf-list-type="ul">creature means and motives +</li> <li data-xf-list-type="ul">world dynamics and affairs +</li> <li data-xf-list-type="ul">game mechanics that afford, constrain and resolve those things</li> </ul><p><em><span style="color: rgb(65, 168, 95)">We do this so surprising and satisfying tales are discovered.</span></em></p><h2><span style="font-size: 18px">3. Let the rules stand</span></h2><p>RAW is adhered to in the way that it is explained, given campaign-specific, written, exceptions. Players can rely on their characters’ abilities. If an ability lets them achieve an outcome without explaining the steps, they can do that.</p><p><em><span style="color: rgb(65, 168, 95)">We do this so that character ability is undiluted by player ability.</span></em></p><h2><span style="font-size: 18px">4. Players decide, DM arbitrates</span></h2><p>Unless under magical mind control, players choose what their characters do. The DM arbitrates -</p><ul> <li data-xf-list-type="ul">what creatures do, based on their means and motives</li> <li data-xf-list-type="ul">how the world behaves, based on dynamics and affairs</li> <li data-xf-list-type="ul">how game mechanics are applied, based on RAW and RAI</li> </ul><p><em><span style="color: rgb(65, 168, 95)">We do this so player success is validated by impartial arbitration.</span></em></p><p></p><p><span style="color: rgb(0, 0, 0)">[EDITED to add the purpose behind each choice.]</span></p></blockquote><p></p>
[QUOTE="clearstream, post: 8290138, member: 71699"] Following a couple of interesting threads on modes of play, I wondered what mode I might run my next campaign in, and what modes other DMs run theirs in. Thinking specifically in terms of 5th edition D&D (I know that other systems support divers modes, I'm interested in 5e here). If you have time, could you concisely state the terms of your mode of play? For example, for my next campaign I am thinking about - [HEADING=1][SIZE=5]1. DM crafts the situation[/SIZE][/HEADING] Rather than having a story in mind, the DM crafts the situation—made up of elements with reason for being and dynamics that govern them. [I][COLOR=rgb(65, 168, 95)]We do this so the established facts can unfold flexibly, in any direction.[/COLOR][/I] [HEADING=1][SIZE=5]2. Play to find out[/SIZE][/HEADING] There is no pre-scripted story. The story emerges from - [LIST] [*]player choices in the situation + [*]creature means and motives + [*]world dynamics and affairs + [*]game mechanics that afford, constrain and resolve those things [/LIST] [I][COLOR=rgb(65, 168, 95)]We do this so surprising and satisfying tales are discovered.[/COLOR][/I] [HEADING=1][SIZE=5]3. Let the rules stand[/SIZE][/HEADING] RAW is adhered to in the way that it is explained, given campaign-specific, written, exceptions. Players can rely on their characters’ abilities. If an ability lets them achieve an outcome without explaining the steps, they can do that. [I][COLOR=rgb(65, 168, 95)]We do this so that character ability is undiluted by player ability.[/COLOR][/I] [HEADING=1][SIZE=5]4. Players decide, DM arbitrates[/SIZE][/HEADING] Unless under magical mind control, players choose what their characters do. The DM arbitrates - [LIST] [*]what creatures do, based on their means and motives [*]how the world behaves, based on dynamics and affairs [*]how game mechanics are applied, based on RAW and RAI [/LIST] [I][COLOR=rgb(65, 168, 95)]We do this so player success is validated by impartial arbitration.[/COLOR][/I] [COLOR=rgb(0, 0, 0)][EDITED to add the purpose behind each choice.][/COLOR] [/QUOTE]
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