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General Tabletop Discussion
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DM's: How transparent are you with game mechanics "in world?"
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<blockquote data-quote="Swarmkeeper" data-source="post: 8397183" data-attributes="member: 6921763"><p>Not here to discuss what someone might have said somewhere sometime. That said, perhaps I should have expressed my point as: "Virtually no one is treating...". Never say never (or always) and all that.</p><p></p><p></p><p>You mean like the spirit of the text on page 4 of the DMG? </p><p></p><p><em>The D&D rules help you and the other players have a good time, but the rules aren't in charge. You're the DM, and you are in charge of the game. That said, your goal isn't to slaughter the adventurers but to <strong>create a campaign world that revolves around their actions and decisions</strong>, and to <strong>keep your players coming back for more</strong>! If you're lucky, the events of your campaign will echo in the memories of your players long after the final game session is concluded.</em></p><p></p><p></p><p>Apparently that paragraph in the DMG wasn't enough for the abusive DMs you've encountered. How much more do you believe would suffice to curb the abuses that you seem to believe are inevitable? Do some of the rules need caveats to help prevent bad-faith gaming? Do most of them? Do they all?</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8397183, member: 6921763"] Not here to discuss what someone might have said somewhere sometime. That said, perhaps I should have expressed my point as: "Virtually no one is treating...". Never say never (or always) and all that. You mean like the spirit of the text on page 4 of the DMG? [I]The D&D rules help you and the other players have a good time, but the rules aren't in charge. You're the DM, and you are in charge of the game. That said, your goal isn't to slaughter the adventurers but to [B]create a campaign world that revolves around their actions and decisions[/B], and to [B]keep your players coming back for more[/B]! If you're lucky, the events of your campaign will echo in the memories of your players long after the final game session is concluded.[/I] Apparently that paragraph in the DMG wasn't enough for the abusive DMs you've encountered. How much more do you believe would suffice to curb the abuses that you seem to believe are inevitable? Do some of the rules need caveats to help prevent bad-faith gaming? Do most of them? Do they all? [/QUOTE]
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