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DMG: hard rules or just DM advice?
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<blockquote data-quote="Campbell" data-source="post: 8047765" data-attributes="member: 16586"><p>For me the entire point of playing a roleplaying game instead of just like roleplaying where we just decide things on consensus is the way the game constrains and shapes play. I have a preference towards games that provide a certain amount of latitude to the GM, but those constraints are what make games fun to me - particularly when the GM is me. I like not being able to control how things turn out. I like us all being surprised by the direction of the story. I like that when I sit down to run Blades in the Dark, Apocalypse World, B/X D&D, The Nightmares Underneath, or Sorcerer that I need to approach and think about running the game differently even if I am playing it with exactly the same other players.</p><p></p><p>Just like any other game we can make changes, but those changes should be a group level decision in my opinion.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8047765, member: 16586"] For me the entire point of playing a roleplaying game instead of just like roleplaying where we just decide things on consensus is the way the game constrains and shapes play. I have a preference towards games that provide a certain amount of latitude to the GM, but those constraints are what make games fun to me - particularly when the GM is me. I like not being able to control how things turn out. I like us all being surprised by the direction of the story. I like that when I sit down to run Blades in the Dark, Apocalypse World, B/X D&D, The Nightmares Underneath, or Sorcerer that I need to approach and think about running the game differently even if I am playing it with exactly the same other players. Just like any other game we can make changes, but those changes should be a group level decision in my opinion. [/QUOTE]
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