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General Tabletop Discussion
*Pathfinder & Starfinder
DMing philosophy, from Lewis Pulsipher
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<blockquote data-quote="Jan van Leyden" data-source="post: 6312651" data-attributes="member: 20307"><p>Oh man, those were the days... As much as I respect Lew Pulispher for his PBM (<em>Song of the Night</em>) and board games (<em>Britannia</em>, yay!) his reasoning in this article does sound wrong to me.</p><p></p><p></p><p></p><p>But then:</p><p></p><p></p><p></p><p>If the problem was that the player obtained the item (GM fault!), how could the game master control the situation? What if he placed it in the dungeon for a different character who bit the dust before reaching it? The first section tells the GM to not change the adventure, so wouldn't he have to let it in there? Or is the problem that he placed the item at all?</p><p></p><p>The whole stuff sounds very dogmatic. Prepare the stuff and let the players run through it without much interference from you. And if something goes wrong, either the PCs are dead (preferable outcome) or you're to blame!</p><p></p><p>Even thirty years ago I ran RPGs for the shared experience, and everything which enhances this shared experience is good. Nothing against a good TPK, but flexibility and spontaneous changes to enhance the game are a virtue, not a vice.</p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 6312651, member: 20307"] Oh man, those were the days... As much as I respect Lew Pulispher for his PBM ([I]Song of the Night[/I]) and board games ([I]Britannia[/I], yay!) his reasoning in this article does sound wrong to me. But then: If the problem was that the player obtained the item (GM fault!), how could the game master control the situation? What if he placed it in the dungeon for a different character who bit the dust before reaching it? The first section tells the GM to not change the adventure, so wouldn't he have to let it in there? Or is the problem that he placed the item at all? The whole stuff sounds very dogmatic. Prepare the stuff and let the players run through it without much interference from you. And if something goes wrong, either the PCs are dead (preferable outcome) or you're to blame! Even thirty years ago I ran RPGs for the shared experience, and everything which enhances this shared experience is good. Nothing against a good TPK, but flexibility and spontaneous changes to enhance the game are a virtue, not a vice. [/QUOTE]
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