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General Tabletop Discussion
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DM fun vs. Player fun...Should it be a compromise?
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<blockquote data-quote="Imaro" data-source="post: 3654602" data-attributes="member: 48965"><p>ThirdWizard, I get what you're saying and totally see your point...which leads me to another problem with the article. It doesn't help the DM with techniques on approaching the info in different manners. IMHO, and I may be way off base, to sum up the article...</p><p></p><p>Hey DM, your players don't care about history or such when it comes to their items...They're the players so get with the program...</p><p></p><p>Now my issue is...how do you know it's not relevant, when (again from my reading of the article) you don't even give him a chance to inform you. I mean we don't know if these magic items and their history had a very strong tie to the actual dungeon the DM created. I got the impression they might be, since Noah reiterates that he took alot of time in designing these elements, though only he knows if what I'm proposing is true or not. The point I'm making is...at least be willing to compromise where, if it's not a 50,000 word essay then as a player you are willing to at the very least listen. Just because the relevancy isn't smacking you over the head at this exact point and time...doesn't mean it isn't around the corner, or that you can't build off the elements even as a player. </p><p></p><p>The whole...it bores a player argument...IMHO smacks of the idea that I as DM can't have fun unless it somehow is exciting for your character. Once again I reiterate that there will be slow times for everyone in the game, but part of playing D&D is giving everyone a chance to shine in the area they enjoy...even the DM.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3654602, member: 48965"] ThirdWizard, I get what you're saying and totally see your point...which leads me to another problem with the article. It doesn't help the DM with techniques on approaching the info in different manners. IMHO, and I may be way off base, to sum up the article... Hey DM, your players don't care about history or such when it comes to their items...They're the players so get with the program... Now my issue is...how do you know it's not relevant, when (again from my reading of the article) you don't even give him a chance to inform you. I mean we don't know if these magic items and their history had a very strong tie to the actual dungeon the DM created. I got the impression they might be, since Noah reiterates that he took alot of time in designing these elements, though only he knows if what I'm proposing is true or not. The point I'm making is...at least be willing to compromise where, if it's not a 50,000 word essay then as a player you are willing to at the very least listen. Just because the relevancy isn't smacking you over the head at this exact point and time...doesn't mean it isn't around the corner, or that you can't build off the elements even as a player. The whole...it bores a player argument...IMHO smacks of the idea that I as DM can't have fun unless it somehow is exciting for your character. Once again I reiterate that there will be slow times for everyone in the game, but part of playing D&D is giving everyone a chance to shine in the area they enjoy...even the DM. [/QUOTE]
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