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DMG & MM: Players Stay Out?
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<blockquote data-quote="Jackelope King" data-source="post: 4020851" data-attributes="member: 31454"><p>Point the first: I play in a game where three of the 5~7 players actively take turns running story arcs in a shared world. No way that sort of sentiment would work for us.</p><p></p><p>Point the second: Are we really trying to push back the clock to a time when the game actively required the DM keeping the players ignorant of simple (and often vital) rules-information so as to provide something like a "sense of wonder"? Been there. Done that. Hated it.</p><p></p><p>That said, I have absolutely nothing against the DMG becoming a book more worthy of its name, providing all the rules for quickly creating NPCs, robust random generators for NPCs, monsters, environments, and the like. If there's no rules in the DMG that the players need, and it's just a solid collection of DM aides to help them make the game run smoother (both through prep and through actual helpful in-game tools like the aforementioned random generators) then I've got zero problems with it. It's the notion of going back to the idea that players need to be ignorant to have fun that is absolutely antithetical to how I approach gaming, both while playing and running the game.</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 4020851, member: 31454"] Point the first: I play in a game where three of the 5~7 players actively take turns running story arcs in a shared world. No way that sort of sentiment would work for us. Point the second: Are we really trying to push back the clock to a time when the game actively required the DM keeping the players ignorant of simple (and often vital) rules-information so as to provide something like a "sense of wonder"? Been there. Done that. Hated it. That said, I have absolutely nothing against the DMG becoming a book more worthy of its name, providing all the rules for quickly creating NPCs, robust random generators for NPCs, monsters, environments, and the like. If there's no rules in the DMG that the players need, and it's just a solid collection of DM aides to help them make the game run smoother (both through prep and through actual helpful in-game tools like the aforementioned random generators) then I've got zero problems with it. It's the notion of going back to the idea that players need to be ignorant to have fun that is absolutely antithetical to how I approach gaming, both while playing and running the game. [/QUOTE]
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DMG & MM: Players Stay Out?
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