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<blockquote data-quote="Oofta" data-source="post: 8163984" data-attributes="member: 6801845"><p>I guess I would have to see real world examples of what collaborative play because I will freely admit I don't know how it would work in D&D or how it would be all that different.</p><p></p><p>When it comes to DM responsibility to me there are different broad categories. </p><ul> <li data-xf-list-type="ul">World building: I have a world. It's very much a sandbox once the PCs appear on the scene but even then, I control the world and figure out how it reacts to the PCs. I probably want to maintain a bit more narrative control outside of the impact the PCs have because I've used the world for a long time. I can easily see why a lot of people would not care. I also don't know if many players really would not want to contribute to world design, it's just not their forte.</li> <li data-xf-list-type="ul">Campaign tone: I admit it. I don't want to run a game for thugs or murder hobos so I make that clear in the invite. I do also limit races and have minor class restrictions and ban a handful of spells (mostly long distance teleport for world-specific reasons). So that includes no evil, no PVP, no intra-party theft. This is an area where sometimes different people just want different things and I don't see why it's a problem to acknowledge that. I had a guy quit the campaign because he really wanted to play evil PCs so I wasn't the right DM for them. No harm, no foul.</li> <li data-xf-list-type="ul">Rules: Here's where I think the collaborative model can break down. Maybe. Or maybe I just don't understand. Some players are casual and don't have a firm grasp on the rules, or there's just different ways of ruling. A lot of times specific rules correction can come from another player, it's not really a "conflict" more of a "correction". Unfortunately, this is also where problem players are the biggest issue in my experience.</li> <li data-xf-list-type="ul">Events and NPCs: players can and do come up with family, friends, organizations. I reserve editorial control (mostly for consistency and secrets). Not sure how collaborative that could be ... part of the fun of D&D is exploration and discovery.</li> </ul><p>When it comes to what the PCs do, the direction of the campaign, that's largely collaborative. At the end of a session if we're not in the middle of something the group decides what to do next. I propose options based on current plot hooks the group can also suggest new directions. That gives me time to prep for the next game.</p><p></p><p>But it's not like just because the DM is the final rules arbiter and architect means that they rule the game with an iron fist. It's just that they set the stage and enforce the rules of the game if there's a disagreement.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8163984, member: 6801845"] I guess I would have to see real world examples of what collaborative play because I will freely admit I don't know how it would work in D&D or how it would be all that different. When it comes to DM responsibility to me there are different broad categories. [LIST] [*]World building: I have a world. It's very much a sandbox once the PCs appear on the scene but even then, I control the world and figure out how it reacts to the PCs. I probably want to maintain a bit more narrative control outside of the impact the PCs have because I've used the world for a long time. I can easily see why a lot of people would not care. I also don't know if many players really would not want to contribute to world design, it's just not their forte. [*]Campaign tone: I admit it. I don't want to run a game for thugs or murder hobos so I make that clear in the invite. I do also limit races and have minor class restrictions and ban a handful of spells (mostly long distance teleport for world-specific reasons). So that includes no evil, no PVP, no intra-party theft. This is an area where sometimes different people just want different things and I don't see why it's a problem to acknowledge that. I had a guy quit the campaign because he really wanted to play evil PCs so I wasn't the right DM for them. No harm, no foul. [*]Rules: Here's where I think the collaborative model can break down. Maybe. Or maybe I just don't understand. Some players are casual and don't have a firm grasp on the rules, or there's just different ways of ruling. A lot of times specific rules correction can come from another player, it's not really a "conflict" more of a "correction". Unfortunately, this is also where problem players are the biggest issue in my experience. [*]Events and NPCs: players can and do come up with family, friends, organizations. I reserve editorial control (mostly for consistency and secrets). Not sure how collaborative that could be ... part of the fun of D&D is exploration and discovery. [/LIST] When it comes to what the PCs do, the direction of the campaign, that's largely collaborative. At the end of a session if we're not in the middle of something the group decides what to do next. I propose options based on current plot hooks the group can also suggest new directions. That gives me time to prep for the next game. But it's not like just because the DM is the final rules arbiter and architect means that they rule the game with an iron fist. It's just that they set the stage and enforce the rules of the game if there's a disagreement. [/QUOTE]
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