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Does 4e limit the scope of campaigns?
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<blockquote data-quote="BryonD" data-source="post: 4681067" data-attributes="member: 957"><p>World building is its own thing. A DM can world build in a manner that enhances at table play and a DM can world build in a way that grinds against at table play. The scenario you describe is clearly the later. And "a couple really great campaigns" aside, if your description is fair and honest then this DM is quite capable of losing sight of the point and being a terrible DM. Kinda like a pitcher with a 103 mph fast ball. He's awesome, unless he can't hit the strike zone, in which case he sucks. Being a great world builder does not a great DM make. And judging a system based on piss poor DMing is a flawed analysis.</p><p></p><p>World building is great, and is pretty much about the DM's ideas. Gaming at the table is great and is about the sum of the people at the table being involved. Nothing matches what you get when those things have synergy. But that synergy demands an awareness of the needs of both parts.</p><p></p><p>I've spent over three years on settings before. But never once have I been unable to hit the ground running on day one. There may be some degrees of differing opinion, but I also never make the players at the table feel like they are second tier to "my vision of the world". </p><p></p><p>A game that offers both increases the potential to really screw things up. It has to be done right. You can make a more safe game by bolting a bunch of limitations on the mechanics. But that kicks the legs out from under any chance of that synergy. If the old way was getting screwed up by piss poor DMing, then safe is going to do less harm and you will and be more happy with that. But if you are hitting it right on the synergy, then those training wheels are just going to hold you back.</p></blockquote><p></p>
[QUOTE="BryonD, post: 4681067, member: 957"] World building is its own thing. A DM can world build in a manner that enhances at table play and a DM can world build in a way that grinds against at table play. The scenario you describe is clearly the later. And "a couple really great campaigns" aside, if your description is fair and honest then this DM is quite capable of losing sight of the point and being a terrible DM. Kinda like a pitcher with a 103 mph fast ball. He's awesome, unless he can't hit the strike zone, in which case he sucks. Being a great world builder does not a great DM make. And judging a system based on piss poor DMing is a flawed analysis. World building is great, and is pretty much about the DM's ideas. Gaming at the table is great and is about the sum of the people at the table being involved. Nothing matches what you get when those things have synergy. But that synergy demands an awareness of the needs of both parts. I've spent over three years on settings before. But never once have I been unable to hit the ground running on day one. There may be some degrees of differing opinion, but I also never make the players at the table feel like they are second tier to "my vision of the world". A game that offers both increases the potential to really screw things up. It has to be done right. You can make a more safe game by bolting a bunch of limitations on the mechanics. But that kicks the legs out from under any chance of that synergy. If the old way was getting screwed up by piss poor DMing, then safe is going to do less harm and you will and be more happy with that. But if you are hitting it right on the synergy, then those training wheels are just going to hold you back. [/QUOTE]
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Does 4e limit the scope of campaigns?
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