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DM fun vs. Player fun...Should it be a compromise?
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<blockquote data-quote="Gothmog" data-source="post: 3654492" data-attributes="member: 317"><p>The writer of that article really does come across as a jerk. Giving an item a history does help tie the character and player more to the world, especially if he is recognized as the weilder of Stormhammer, or the destroyer of the Infernal Apparatus of Thurzuul. I love it when I'm in a game and this DM does this, and my players enjoy discovering legends or the history of items they have or have had contact with. Now, I'm not advocating writing up a 1 or 2 page description for the item, but at least give it 2 or 3 sentences of who made it, has used it, and what its been used for. Also, integrate the item into an upcoming adventure- have some challenge that is MUCH easier if the PCs are creative and used the item to help. This makes the item more relevant to the PC, and not just a tool. Too many items in D&D are just +1 keen flaming burst greatswords- they are simply a tool and a powerup. In contrast in legends and fiction, items (not just weapons) are known for their weilders and unique properties.</p><p></p><p>Where this DM went wrong was:</p><p></p><p> "spending hours upon hours working on a dungeon, which my players just entered. I fine-tuned a series of items for them to receive until the items were perfect." </p><p></p><p>This implies the DM specifically tweaked a series of items specifically for each player, without regard as to whether each player would actually like or want the item. Usually this is the sign of a very linear (read railroading) DM, and if you go into a game with expectations of exactly what the PCs will do, how scenes will play out, or what kind of items or advancements the characters will take- you're going to be disappointed.</p><p></p><p>The other side of this coin that has become a LOT more common in the last 10 years or so is a sense of player entitlement. I've seen this a lot- players with the mindset that they are supposed to be catered to, and if the DM asks them for a little extra effort to integrate them into the world (backstory, roleplaying out conversations, investigative adventures), the players balk and say the DM has no right ramming things down their throat. However, these same players have no problem at all ramming their tastes and preferences down the DM's throat. Basically, some players seem to expect the DM to work for their entertainment, but aren't willing to put any work in themselves to integrate their character into the world, and could care less if the DM is running the kind of game he finds enjoyable. THAT is frustrating to a DM, and the DM has every right to be PO'd if his players take that kind of attitude.</p><p></p><p>So yes, there should be a compromise. Just as the DM should be thinking of his players desires when designing adventures and make the game fun for them, the players also have the responsibility not to act like spoiled brats and should interact with the DM's world more than if they were just playing Baldur's Gate.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 3654492, member: 317"] The writer of that article really does come across as a jerk. Giving an item a history does help tie the character and player more to the world, especially if he is recognized as the weilder of Stormhammer, or the destroyer of the Infernal Apparatus of Thurzuul. I love it when I'm in a game and this DM does this, and my players enjoy discovering legends or the history of items they have or have had contact with. Now, I'm not advocating writing up a 1 or 2 page description for the item, but at least give it 2 or 3 sentences of who made it, has used it, and what its been used for. Also, integrate the item into an upcoming adventure- have some challenge that is MUCH easier if the PCs are creative and used the item to help. This makes the item more relevant to the PC, and not just a tool. Too many items in D&D are just +1 keen flaming burst greatswords- they are simply a tool and a powerup. In contrast in legends and fiction, items (not just weapons) are known for their weilders and unique properties. Where this DM went wrong was: "spending hours upon hours working on a dungeon, which my players just entered. I fine-tuned a series of items for them to receive until the items were perfect." This implies the DM specifically tweaked a series of items specifically for each player, without regard as to whether each player would actually like or want the item. Usually this is the sign of a very linear (read railroading) DM, and if you go into a game with expectations of exactly what the PCs will do, how scenes will play out, or what kind of items or advancements the characters will take- you're going to be disappointed. The other side of this coin that has become a LOT more common in the last 10 years or so is a sense of player entitlement. I've seen this a lot- players with the mindset that they are supposed to be catered to, and if the DM asks them for a little extra effort to integrate them into the world (backstory, roleplaying out conversations, investigative adventures), the players balk and say the DM has no right ramming things down their throat. However, these same players have no problem at all ramming their tastes and preferences down the DM's throat. Basically, some players seem to expect the DM to work for their entertainment, but aren't willing to put any work in themselves to integrate their character into the world, and could care less if the DM is running the kind of game he finds enjoyable. THAT is frustrating to a DM, and the DM has every right to be PO'd if his players take that kind of attitude. So yes, there should be a compromise. Just as the DM should be thinking of his players desires when designing adventures and make the game fun for them, the players also have the responsibility not to act like spoiled brats and should interact with the DM's world more than if they were just playing Baldur's Gate. [/QUOTE]
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