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<blockquote data-quote="Sam Witt" data-source="post: 1140360" data-attributes="member: 1449"><p>There are some pretty legitimate reason for players to have input into how the DM runs a game, especially if the players are like some of the ones I've had in the past that spend hours each week working out new tactics for their characters and seeking ways to optimize them in specific situations. There's nothing wrong with this behavior and, in fact, it's encouraged by the very nature of d20, which rewards thinking down the road for your character and using some fairly obtuse methods to make a character 'optimal.'</p><p></p><p>The kinds of players that look at d20 in this way, want the world their character inhabits to make sense, to follow the nature of the world as it is presented in the rules set they have agreed to use. When the GM begins randomly jacking with the rules set to fit the needs of a storyline, it sends a message to the players: "Your hard work and knowledge of the system is secondary to the needs of my adventure."</p><p></p><p>Which, you know, frustrating as hell for some players. Within reason, if an NPC can do something, there should be some way for a PC to at least attempt to do the same thing. Otherwise, you end up with the Elminster syndrome, where NPCs have sekrit powers and get all the hot elf chicks. Which, for the players, sucks so mightily they might as well stay home and read the transcripts of your NPCs smashing up the world instead of investing the time and intellectual energy in a fruitless exercise.</p><p></p><p>The rules exist as an interface between players and the game world and between DMs and the game world. When the players are locked into interacting with the world in adherence to the rules, and the DM is not, the players have received the shaft. They can no longer plan tactics or devise strategies, because there's a significant chance that the DM will respond with, "But you see, THIS ogre, he is special and your plan will not work because blah blah blah."</p><p></p><p>Which is why I have met numerous players who simply will not abide a DM who does not stick to the rules as they are understood by the group. Otherwise, they risk invalidation of the work they do on their characters.</p><p></p><p>Anyway, just my $.02-</p><p></p><p>Sam</p><p></p><p>ps. I don't honestly believe that the average DM puts in significantly more time than their players when it comes to the game. I have met far, far too many players who spend hours and hours each week doing work for the campaign to believe this is anything but arrogance. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Sam Witt, post: 1140360, member: 1449"] There are some pretty legitimate reason for players to have input into how the DM runs a game, especially if the players are like some of the ones I've had in the past that spend hours each week working out new tactics for their characters and seeking ways to optimize them in specific situations. There's nothing wrong with this behavior and, in fact, it's encouraged by the very nature of d20, which rewards thinking down the road for your character and using some fairly obtuse methods to make a character 'optimal.' The kinds of players that look at d20 in this way, want the world their character inhabits to make sense, to follow the nature of the world as it is presented in the rules set they have agreed to use. When the GM begins randomly jacking with the rules set to fit the needs of a storyline, it sends a message to the players: "Your hard work and knowledge of the system is secondary to the needs of my adventure." Which, you know, frustrating as hell for some players. Within reason, if an NPC can do something, there should be some way for a PC to at least attempt to do the same thing. Otherwise, you end up with the Elminster syndrome, where NPCs have sekrit powers and get all the hot elf chicks. Which, for the players, sucks so mightily they might as well stay home and read the transcripts of your NPCs smashing up the world instead of investing the time and intellectual energy in a fruitless exercise. The rules exist as an interface between players and the game world and between DMs and the game world. When the players are locked into interacting with the world in adherence to the rules, and the DM is not, the players have received the shaft. They can no longer plan tactics or devise strategies, because there's a significant chance that the DM will respond with, "But you see, THIS ogre, he is special and your plan will not work because blah blah blah." Which is why I have met numerous players who simply will not abide a DM who does not stick to the rules as they are understood by the group. Otherwise, they risk invalidation of the work they do on their characters. Anyway, just my $.02- Sam ps. I don't honestly believe that the average DM puts in significantly more time than their players when it comes to the game. I have met far, far too many players who spend hours and hours each week doing work for the campaign to believe this is anything but arrogance. :) [/QUOTE]
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