Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Dungeon Mastering as a Fine Art
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ruin Explorer" data-source="post: 6308789" data-attributes="member: 18"><p>I'd question whether "they don't have much control over the game itself" was really true, personally. I think that's something that is very specific to the group and DM and so on. In more sandbox-style games, the players tend to exercise absolutely vast control over the game itself, in terms of what the game is about, what areas get focused on, and so on - they exercise considerably more control than the DM, in that sense, because if they don't want to go into the horrible dungeon of terror, and instead want to spend their time exploring overland, or setting up and guarding trade caravans, or whatever, then that is what the game is about - no matter than the DM spent days designing the horrible dungeon of terror.</p><p></p><p>On the flipside, if the players are keen to follow the DM's plot threads, and keen to be lead (as many are), in a more linear-narrative-style of game, then the DM has huge control over the focus of the game, it's themes, and so on.</p><p></p><p>Regarding the whole "DM can override anything" deal - this is problematic generally when the DM decides to override things in order to force the PCs into something that the players weren't interested in, or that wasn't a natural/logical outcome of the situation they were in.</p><p></p><p>Personally I think that, talking of DM advice the whole "You can override the rules!" bit should be kind of the last thing DMs learn - not "Rule 0", not introduced immediately, but "The Final Rule", after they've mastered all the basics, learned what they SHOULD be doing. Also, I really feel like it should be accompanied with more of a stern "With great power comes great responsibility!" speech. Because, really, it does!</p><p></p><p>(I say this particularly because virtually every abuse of "BECAUSE I'M THE DM, THAT'S WHY!", including my own, has come down to the DM being somewhat juvenile/emotional, and putting their personal desires ahead of what works for the game, or what the group clearly sees as right - for example, refusing to let a favourite NPC die (or even <em>appear</em> to die, after all, in D&D, dead isn't dead!) despite the dice saying it is so, or introducing bullying GMPCs to push the PCs on to the path the DM wants, because he is frustrated with the tack they are taking, etc. etc.)</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 6308789, member: 18"] I'd question whether "they don't have much control over the game itself" was really true, personally. I think that's something that is very specific to the group and DM and so on. In more sandbox-style games, the players tend to exercise absolutely vast control over the game itself, in terms of what the game is about, what areas get focused on, and so on - they exercise considerably more control than the DM, in that sense, because if they don't want to go into the horrible dungeon of terror, and instead want to spend their time exploring overland, or setting up and guarding trade caravans, or whatever, then that is what the game is about - no matter than the DM spent days designing the horrible dungeon of terror. On the flipside, if the players are keen to follow the DM's plot threads, and keen to be lead (as many are), in a more linear-narrative-style of game, then the DM has huge control over the focus of the game, it's themes, and so on. Regarding the whole "DM can override anything" deal - this is problematic generally when the DM decides to override things in order to force the PCs into something that the players weren't interested in, or that wasn't a natural/logical outcome of the situation they were in. Personally I think that, talking of DM advice the whole "You can override the rules!" bit should be kind of the last thing DMs learn - not "Rule 0", not introduced immediately, but "The Final Rule", after they've mastered all the basics, learned what they SHOULD be doing. Also, I really feel like it should be accompanied with more of a stern "With great power comes great responsibility!" speech. Because, really, it does! (I say this particularly because virtually every abuse of "BECAUSE I'M THE DM, THAT'S WHY!", including my own, has come down to the DM being somewhat juvenile/emotional, and putting their personal desires ahead of what works for the game, or what the group clearly sees as right - for example, refusing to let a favourite NPC die (or even [I]appear[/I] to die, after all, in D&D, dead isn't dead!) despite the dice saying it is so, or introducing bullying GMPCs to push the PCs on to the path the DM wants, because he is frustrated with the tack they are taking, etc. etc.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Dungeon Mastering as a Fine Art
Top