Aria Silverhands
First Post
When it comes to the campaign setting, it is the DM's way. They're the ones creating it and spending time making the maps, the handouts, the storylines and preparing for the game. Yes, they should take the players into account somewhat, but not to the point where it's not what the DM wants to run at all. Players need to remember the DM isn't just there to run the game, they're there to have fun as well and being forced to run the game the player's way, is not fun.Khaalis said:QFT! This about sums up the entire argument in my mind. D&D is NOT a DM vs. the Players scenario. It is supposed to be a mutual experience. If you want to run a dirty, gritty, deny the PCs this-and-that style game, and find that the players don't like that, its a clue to change your base assumptions and DMing style and meet somewhere on middle ground. It should never be a situation where the DM says "Its My way or the highway".
When I get paid for being a DM, then the players can tell me how to run my campaign.To me personally, DMing is like a professional entertainment job. Its my JOB as DM to entertain the players, letting them enjoy their characters, trigger their imagination, inspire roleplaying and create an engaging environment for them. Its not the players' JOB to live out my story plotlines in my world the way I want. Yes I can set the basics of the world assumptions, but I am not doing my job if I specifically choose to make rules that none of the players like. Thats not fun for anyone. If you are not playing the Game to have fun, you shouldn't be wasting your or the players' time.
They know that people are going to houserule publishing campaigns, they know that people are going to create houserules, and they know people are going to homebrew their own campaigns. It's in their best interest to make the rules support that type of gameplay. By creating the default rules with that ambiguity in mind and a constant reminder that the DM can and probably will alter things to suit their style, their campaign... it makes the rulebook better.ryryguy said:If the designers have good evidence that the more permissive approach leads to a more fun game for the majority of their audience, how can they choose anything else? Does saving a small number of DM's from suffering a possible "hardass penalty" really have more weight than that?
"You can sometimes buy magic items just as you can mundane equipment. It’s rare to find a shop or a bazaar that routinely sells magic items, except perhaps the lowest-level items. Some fantastic places, such as the legendary City of Brass in the heart of the Elemental Chaos, have such markets, but those are the exception rather than the rule. Your DM might say that you can track down a seller for the item you want to buy or that you might have to do some searching, but in general you can buy any item you can afford."
It could have been written as:
Magic items will usually be acquired as part of treasure when defeating dangerous encounters or as a reward from powerful entities when completing a quest. Some DM's may allow the purchase of magic items, although it would be rare to find a shop or bazaar that routinely sells magic items, except perhaps the lowest-level items. Some fantastic places, such as the legendary City of Brass in the heart of the Elemental Chaos, may have such markets, but those are the exception rather than the rule. DM's may also require you to track down a seller for the item you want to buy or that you might have to do some searching.
My revision is friendlier to DM's that don't want magic items to be a simple transaction, while allowing for more or less restrictions, depending on the campaign setting.