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DM's forfeit power
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<blockquote data-quote="Whisper72" data-source="post: 3022256" data-attributes="member: 17339"><p>Although this may seem to be so at first glance, I get the feeling that in reality, it is quite the opposite.</p><p></p><p>The more the players are 'in conrol', the more important it is for the DM to be completely up to speed with rules, effects, feats and spells etc. If there are less codified rules, there is more left to the DM to decide, with less second-guessing possible by eager players toting all manner of rulebooks.</p><p></p><p>From a stress-level point of view, it is my opinion that the newer games put a lot more strain on the DM then older games. (I am speaking IMHO and in generalizations here).</p><p></p><p>As to the organic growth, I agree that it is more the player mind-set then anything else. Organic growth basically means less planning on the part of the players.</p><p></p><p>One thing that may be the cause is something completely unrelated to the game itself. When I look at myself (and presumably many other 'old skoolers' here on the boards), it used to be that games were played multiple times per week, at least once a week. We were simply younger and less 'serious' and there was not yet the influence of CRPG's where ppl also have to deal with character/class combo's etc.</p><p></p><p>With less time between games, there was less downtimes for players to plan. In my experience, old skool games were also often more lethal, so there was less point to plan far ahead. Furthermore, the whole idea to plan your PC ahead of time was pretty much alien to us.</p><p></p><p>Theoretically, the vaster rules and plethora of options under DnD3.x, should allow for a MORE organic play style. I feel that 'environmental' factors around games and gamers are the real 'culprit' of the 'planning' style, not the rules themselves.</p></blockquote><p></p>
[QUOTE="Whisper72, post: 3022256, member: 17339"] Although this may seem to be so at first glance, I get the feeling that in reality, it is quite the opposite. The more the players are 'in conrol', the more important it is for the DM to be completely up to speed with rules, effects, feats and spells etc. If there are less codified rules, there is more left to the DM to decide, with less second-guessing possible by eager players toting all manner of rulebooks. From a stress-level point of view, it is my opinion that the newer games put a lot more strain on the DM then older games. (I am speaking IMHO and in generalizations here). As to the organic growth, I agree that it is more the player mind-set then anything else. Organic growth basically means less planning on the part of the players. One thing that may be the cause is something completely unrelated to the game itself. When I look at myself (and presumably many other 'old skoolers' here on the boards), it used to be that games were played multiple times per week, at least once a week. We were simply younger and less 'serious' and there was not yet the influence of CRPG's where ppl also have to deal with character/class combo's etc. With less time between games, there was less downtimes for players to plan. In my experience, old skool games were also often more lethal, so there was less point to plan far ahead. Furthermore, the whole idea to plan your PC ahead of time was pretty much alien to us. Theoretically, the vaster rules and plethora of options under DnD3.x, should allow for a MORE organic play style. I feel that 'environmental' factors around games and gamers are the real 'culprit' of the 'planning' style, not the rules themselves. [/QUOTE]
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