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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: 3661175" data-attributes="member: 48965"><p>My problem is that the article does assume one over the other. The issue that you're talking about is adressed over...and over...and over again, yet not once is the fact that it could be <strong>some</strong> of his players that have the problem touched on. You say telling him to find a new group should be a last resort, yet you have no problem with the fact that the article tells him his fun will never interest players, it's wasted effort...and players are just like that. I call shenanigans on that.</p><p></p><p>Players of D&D are a very diverse group of people and for the author or anyone else to make such wide sweeping claims is just wrong. I find this funny, because the minute anyone says D&D is like a boardgame...or is all hack n slash...you get a boatload of people telling you all these other things it can be. Yet this article, on the WotC page, basically reinforces and for these younger gamers asserts that this is the "correct" way to play. I assert that this is the "correct" way to play...if everyone finds enjoyment in it, which apparently is not the case. It is the one-wayism supported in this article that I have a problem with, especially since it is asserted with very little actual data about their group.</p><p></p><p>In my group right now I've got two players who like hack n slash, one who abhors combat but loves mysteries, and plotlines, and another who leans toward the stories and plotlines with combat thrown in on a semi-regular basis. Now your "make it relevant" advice is all well and good, and I do this to a point(see below). But having players at both ends of the spectrum has made me realize that; </p><p></p><p>1. There are different ways of playing D&D and different people want different things out of playing a roleplaying game. Some what to kill things and take their stuff, others want to experience something akin to a fantasy story they help build. Neither is objectively the right way to play. There is only the right way to play for you.</p><p></p><p>2. You can't please all of the people all of the time, but that doesn't mean those who aren't getting what they want at this exact moment have a right to step all over other players or the DM's fun. With my player above who is into plot and storylines...she doesn't talk or pull out a book when combat starts, but I think she would have a right to get bored or even mad if the night was one long combat. This is where compromise enters the picture.</p><p></p><p>I have a question about the make it relevant sentiment. Shouldn't there be things described that aren't relevant? If you only describe what is relevant won't your players always know when they should search, or make a spot check or whatever? Is this the way most people play, because I personally mix it up...I describe what the players would see, hear, smell, etc. regardless whether it's is relevant or not. Then they decide what is relevant from the information given.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3661175, member: 48965"] My problem is that the article does assume one over the other. The issue that you're talking about is adressed over...and over...and over again, yet not once is the fact that it could be [B]some[/B] of his players that have the problem touched on. You say telling him to find a new group should be a last resort, yet you have no problem with the fact that the article tells him his fun will never interest players, it's wasted effort...and players are just like that. I call shenanigans on that. Players of D&D are a very diverse group of people and for the author or anyone else to make such wide sweeping claims is just wrong. I find this funny, because the minute anyone says D&D is like a boardgame...or is all hack n slash...you get a boatload of people telling you all these other things it can be. Yet this article, on the WotC page, basically reinforces and for these younger gamers asserts that this is the "correct" way to play. I assert that this is the "correct" way to play...if everyone finds enjoyment in it, which apparently is not the case. It is the one-wayism supported in this article that I have a problem with, especially since it is asserted with very little actual data about their group. In my group right now I've got two players who like hack n slash, one who abhors combat but loves mysteries, and plotlines, and another who leans toward the stories and plotlines with combat thrown in on a semi-regular basis. Now your "make it relevant" advice is all well and good, and I do this to a point(see below). But having players at both ends of the spectrum has made me realize that; 1. There are different ways of playing D&D and different people want different things out of playing a roleplaying game. Some what to kill things and take their stuff, others want to experience something akin to a fantasy story they help build. Neither is objectively the right way to play. There is only the right way to play for you. 2. You can't please all of the people all of the time, but that doesn't mean those who aren't getting what they want at this exact moment have a right to step all over other players or the DM's fun. With my player above who is into plot and storylines...she doesn't talk or pull out a book when combat starts, but I think she would have a right to get bored or even mad if the night was one long combat. This is where compromise enters the picture. I have a question about the make it relevant sentiment. Shouldn't there be things described that aren't relevant? If you only describe what is relevant won't your players always know when they should search, or make a spot check or whatever? Is this the way most people play, because I personally mix it up...I describe what the players would see, hear, smell, etc. regardless whether it's is relevant or not. Then they decide what is relevant from the information given. [/QUOTE]
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