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<blockquote data-quote="Ariosto" data-source="post: 4973391" data-attributes="member: 80487"><p>Well, there's been an evolving difference in how "D&D" is assumed to work. Consider these assumptions about the role of the DM:</p><p></p><p>(1) The DM creates an environment and impartially moderates interactions within it. If the "playing field" as a whole is much too difficult or too easy, then players are likely to lose interest. However, within the range provided, it is up to <em>the players</em> to seek their desired level of risk and reward.</p><p></p><p>(2) The DM creates a series of encounters "balanced" (according to rules) against a party of a given number of characters of a given level. It is now (at least primarily) up to <em>the DM</em> to determine what players face, so where does strategy come in? It comes in with "builds" -- and the situation can start to look like opponents spending points and looking for loopholes on army lists before a war-game tournament.</p><p></p><p>(3) Players reject the the designers' suggested range of encounter difficulties -- especially the provision for those that are actually very hard (and thus unlikely) to beat. The view gains traction that players triumphing should be <em>the default</em>, not an outcome in doubt without players stretching their skills. The DM's role thus becomes one of extreme <em>partiality</em> in the players' favor. The rules get redesigned to minimize variation in outcomes due to variations in player skill, and to increase predictability overall. Now, it may not be enough for a DM even to have set up a "fair" encounter if the outcome is a setback for the PCs.</p><p></p><p>Here we are passing out of the realm of game and into the domain of illusion, the appearance of game for the sake of theatrics (like a casino set on the stage of a James Bond movie production). It's not an instantaneous change of state, but rather a gradual slithering across the threshold, and it is not yet complete.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4973391, member: 80487"] Well, there's been an evolving difference in how "D&D" is assumed to work. Consider these assumptions about the role of the DM: (1) The DM creates an environment and impartially moderates interactions within it. If the "playing field" as a whole is much too difficult or too easy, then players are likely to lose interest. However, within the range provided, it is up to [i]the players[/i] to seek their desired level of risk and reward. (2) The DM creates a series of encounters "balanced" (according to rules) against a party of a given number of characters of a given level. It is now (at least primarily) up to [i]the DM[/i] to determine what players face, so where does strategy come in? It comes in with "builds" -- and the situation can start to look like opponents spending points and looking for loopholes on army lists before a war-game tournament. (3) Players reject the the designers' suggested range of encounter difficulties -- especially the provision for those that are actually very hard (and thus unlikely) to beat. The view gains traction that players triumphing should be [i]the default[/i], not an outcome in doubt without players stretching their skills. The DM's role thus becomes one of extreme [i]partiality[/i] in the players' favor. The rules get redesigned to minimize variation in outcomes due to variations in player skill, and to increase predictability overall. Now, it may not be enough for a DM even to have set up a "fair" encounter if the outcome is a setback for the PCs. Here we are passing out of the realm of game and into the domain of illusion, the appearance of game for the sake of theatrics (like a casino set on the stage of a James Bond movie production). It's not an instantaneous change of state, but rather a gradual slithering across the threshold, and it is not yet complete. [/QUOTE]
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