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Dungeon Master's Guide Bastion System Lets You Build A Stronghold
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<blockquote data-quote="Chaosmancer" data-source="post: 9480602" data-attributes="member: 6801228"><p>Life has consistently forced my groups to break up. Longest group I had was a few years, and most of that time was spent not playing, because sickness, drama on their end (most of them were roommates), children being born, and multiple moves.</p><p></p><p></p><p></p><p>Right, and largely I agree with you. I don't think this is meant to be set up as a "bastions can never affect nor be affected by anything". That isn't the impression I've been getting. I think it is a lot like your first example. Or, for me, I once had a game (non-DnD) where we were told we were going to be playing a plot similar to The Fugitive, and I had a character who had gone on a long space mining tour, and was heading home to his wife with the tools and skills to build their life together. I explicitly told the GM that I was not interested in her having been unfaithful and finding another man, and I was not interested in a story of her being dead while I was away. Neither of those were things I wanted to see come out of the story. </p><p></p><p>He turned the entire planet into a mob controlled hell-hole, but I digress. </p><p></p><p>The designers have said it repeatedly, that they want Bastions to give the Players a chance to experience DMing. I think that is also part of why they have set this up as "the DM does not control this" because it isn't giving players that DMing space if they treat it like every other part of the game world. Will many players turn to their GM and say "Bring it!"? Sure. Will many of them tell the DM they don't care and the DM can control it? Sure. Will many of them collaborate with their DMs? Sure. </p><p></p><p>But the default stance is that the DMs involvement in this structure and the people in it is at the PCs discretion. Which I think is perfectly fine. And may even be good for the game, because figuring out how a random roll affects the NPCs in a location... that's a DMing skill. And more players feeling more confident in the skills it takes to be a DM...</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9480602, member: 6801228"] Life has consistently forced my groups to break up. Longest group I had was a few years, and most of that time was spent not playing, because sickness, drama on their end (most of them were roommates), children being born, and multiple moves. Right, and largely I agree with you. I don't think this is meant to be set up as a "bastions can never affect nor be affected by anything". That isn't the impression I've been getting. I think it is a lot like your first example. Or, for me, I once had a game (non-DnD) where we were told we were going to be playing a plot similar to The Fugitive, and I had a character who had gone on a long space mining tour, and was heading home to his wife with the tools and skills to build their life together. I explicitly told the GM that I was not interested in her having been unfaithful and finding another man, and I was not interested in a story of her being dead while I was away. Neither of those were things I wanted to see come out of the story. He turned the entire planet into a mob controlled hell-hole, but I digress. The designers have said it repeatedly, that they want Bastions to give the Players a chance to experience DMing. I think that is also part of why they have set this up as "the DM does not control this" because it isn't giving players that DMing space if they treat it like every other part of the game world. Will many players turn to their GM and say "Bring it!"? Sure. Will many of them tell the DM they don't care and the DM can control it? Sure. Will many of them collaborate with their DMs? Sure. But the default stance is that the DMs involvement in this structure and the people in it is at the PCs discretion. Which I think is perfectly fine. And may even be good for the game, because figuring out how a random roll affects the NPCs in a location... that's a DMing skill. And more players feeling more confident in the skills it takes to be a DM... [/QUOTE]
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