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<blockquote data-quote="Lanefan" data-source="post: 8162892" data-attributes="member: 29398"><p>And what, if anything, is wrong with this approach?</p><p></p><p>Put another way, why on earth would I seek out a group of people just so I could disagree with them?</p><p></p><p>Heh - I can think of one instance in hockey where a referee tossed a player out of the game just for coming on to the ice for a faceoff, because even though said player had not broken any rules in the ref's opinion he was about to, by starting a fight.</p><p></p><p>But they do enforce them, and within a game have the authority to enforce them however they damn well choose. Most of the time they choose more or less correctly, but we can probably all point to egregious examples of where they did not.</p><p></p><p>And it's beyond just the players on the ice. If the referee wants someone in the crowd ejected, that person gets ejected.</p><p></p><p>Such is the life of a DM, for better or worse.</p><p></p><p>Some go overboard by trying to control what characters people play and how they play them; or by constantly forcing the players/PCs into scenarios via any number of railroad tactics (which, it must be noted, can be fine once in a while but only once in a while). Most, however, don't go overboard; and recognize that with their authority also comes responsibility.</p><p></p><p>Because I don't know the DM is going to ban it, do I?</p><p></p><p>Perhaps; and now you've raised the question "D&D: sport or war?", off we'll go for another 30 pages... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'll have to take your word for this: I don't know the difference between a goku and a gas tank.</p><p></p><p>If you're referring to random dungeon generators, those are DM-side tools to aid in dungeon creation. You still need a DM to run what gets randomly generated, and to play the opposition.</p><p></p><p>Missing the point.</p><p></p><p>It's first and foremost the DM's game. Players can suggest, request, etc., but if the DM says no then so be it. The flipside, of course, is that a DM who says no too often might look up from behind the screen one night and find an empty table...</p><p></p><p>There's the problem. If restrictions don't come to light until you've all gathered for session 0 it's already too late. Ideally, they're brought to light during the invitation process that leads up to session 0, such that by the time you all sit down to roll up your characters you're already familiar with - and have accepted, as part of accepting the invite - whatever restrictions there may be.</p><p></p><p>We-ell, in a long campaign that sees player turnover it can happen. Oftentimes IME players coming in mid-campaign don't go through the same inform-and-invite process the starting players did. Instead it's a case of one of the players brings a friend to sit in, the friend then gets interested and rolls up a character on the spot, and only later do concerns arise.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8162892, member: 29398"] And what, if anything, is wrong with this approach? Put another way, why on earth would I seek out a group of people just so I could disagree with them? Heh - I can think of one instance in hockey where a referee tossed a player out of the game just for coming on to the ice for a faceoff, because even though said player had not broken any rules in the ref's opinion he was about to, by starting a fight. But they do enforce them, and within a game have the authority to enforce them however they damn well choose. Most of the time they choose more or less correctly, but we can probably all point to egregious examples of where they did not. And it's beyond just the players on the ice. If the referee wants someone in the crowd ejected, that person gets ejected. Such is the life of a DM, for better or worse. Some go overboard by trying to control what characters people play and how they play them; or by constantly forcing the players/PCs into scenarios via any number of railroad tactics (which, it must be noted, can be fine once in a while but only once in a while). Most, however, don't go overboard; and recognize that with their authority also comes responsibility. Because I don't know the DM is going to ban it, do I? Perhaps; and now you've raised the question "D&D: sport or war?", off we'll go for another 30 pages... :) I'll have to take your word for this: I don't know the difference between a goku and a gas tank. If you're referring to random dungeon generators, those are DM-side tools to aid in dungeon creation. You still need a DM to run what gets randomly generated, and to play the opposition. Missing the point. It's first and foremost the DM's game. Players can suggest, request, etc., but if the DM says no then so be it. The flipside, of course, is that a DM who says no too often might look up from behind the screen one night and find an empty table... There's the problem. If restrictions don't come to light until you've all gathered for session 0 it's already too late. Ideally, they're brought to light during the invitation process that leads up to session 0, such that by the time you all sit down to roll up your characters you're already familiar with - and have accepted, as part of accepting the invite - whatever restrictions there may be. We-ell, in a long campaign that sees player turnover it can happen. Oftentimes IME players coming in mid-campaign don't go through the same inform-and-invite process the starting players did. Instead it's a case of one of the players brings a friend to sit in, the friend then gets interested and rolls up a character on the spot, and only later do concerns arise. [/QUOTE]
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