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
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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="Wicht" data-source="post: 6196682" data-attributes="member: 221"><p>Strawman. Nobody suggested a game in which Diplomacy never worked. What we have suggested are 1) situations where diplomacy will not work, and 2) the fact that the rules are pretty clear (especially in PF) that Diplomacy is subject to DM discretion from beginning to end. </p><p></p><p></p><p></p><p></p><p>It seems to me that you are begging the question that it is a GM being antagonistic. Perhaps the Chamberlain is crazy. Perhaps he is possessed. Perhaps he has such a seething hatred of the PCs because of their arrogance that he is beyond being reasoned with. Perhaps there is some valid, in game reason for the behavior, all according to the rules, which make this occur and the person that throws a temper tantrum and storms out will not have the pleasure of finding out what the reason is.</p><p></p><p>Likewise, the example given of a moat that pushes swimmers out seems to me a perfectly reasonable thing to have, especially if its explicitly part of the adventure. I could easily, using the rules as written, design a moat where swimming was deadly, impossible, or the moat simply repelled all comers. That is, using the rules (no need for DM highhandedness), it is easy to create encounters that challenge the players normal thinking and calls for a different resolution mechanic than that which the players might expect. This has been part and parcel of the game since the beginning and it strikes me as passing odd that someone would object to it.</p><p></p><p></p><p></p><p>One of the things that is annoying me about this whole "DM Force" debate are the constant assumptions being made about other people's games. It seems like, to suggest that the DM is the final arbiter of the game, must mean to some that the DM makes sure everything turns out exactly as he desires. Which to me, is going from point a to point b and then jumping way-over to point Z without touching any of the points in between. </p><p></p><p>I like to think that I am a good enough DM, that if I want an event to go a certain way, I can manipulate the players into making the choices I want without ever changing the rules, and, full confession, I have done that at times. I have never, ever, that I can remember, changed a rule, or some in-game event because I did not like it. I have at times, done short retcons of a situation if the players point out that I forgot something major <em>to their advantage</em>. But the idea of changing things to tell some sort of story I want to tell is faintly repugnant to me and is not at all what I would suggest as good DMing. If I can't set up the situation before hand to go the way I want, then it turns out like it turns out. Now, caveat, I have at times, increased monster difficulty (at the start of the combat, using the PF templates, which is what they are for) because the party was larger, overpowered, or what have you. But that's not to make the game go my way, that is to keep it from being boring and is, I think, an example of good DMing.</p><p></p><p>But this is to say that all these examples some of you keep giving as to what constitutes "DM Force," are foreign to me. At the same time, I do think the DM is the final authority, and if he thinks something, in the game, should not work, because of this rule, that consideration, or what have you, his ability to do so, if he does it well, helps keep the game world running smoothly and maintains a higher degree of consistency and plausibility for events within the game world.</p></blockquote><p></p>
[QUOTE="Wicht, post: 6196682, member: 221"] Strawman. Nobody suggested a game in which Diplomacy never worked. What we have suggested are 1) situations where diplomacy will not work, and 2) the fact that the rules are pretty clear (especially in PF) that Diplomacy is subject to DM discretion from beginning to end. It seems to me that you are begging the question that it is a GM being antagonistic. Perhaps the Chamberlain is crazy. Perhaps he is possessed. Perhaps he has such a seething hatred of the PCs because of their arrogance that he is beyond being reasoned with. Perhaps there is some valid, in game reason for the behavior, all according to the rules, which make this occur and the person that throws a temper tantrum and storms out will not have the pleasure of finding out what the reason is. Likewise, the example given of a moat that pushes swimmers out seems to me a perfectly reasonable thing to have, especially if its explicitly part of the adventure. I could easily, using the rules as written, design a moat where swimming was deadly, impossible, or the moat simply repelled all comers. That is, using the rules (no need for DM highhandedness), it is easy to create encounters that challenge the players normal thinking and calls for a different resolution mechanic than that which the players might expect. This has been part and parcel of the game since the beginning and it strikes me as passing odd that someone would object to it. One of the things that is annoying me about this whole "DM Force" debate are the constant assumptions being made about other people's games. It seems like, to suggest that the DM is the final arbiter of the game, must mean to some that the DM makes sure everything turns out exactly as he desires. Which to me, is going from point a to point b and then jumping way-over to point Z without touching any of the points in between. I like to think that I am a good enough DM, that if I want an event to go a certain way, I can manipulate the players into making the choices I want without ever changing the rules, and, full confession, I have done that at times. I have never, ever, that I can remember, changed a rule, or some in-game event because I did not like it. I have at times, done short retcons of a situation if the players point out that I forgot something major [I]to their advantage[/I]. But the idea of changing things to tell some sort of story I want to tell is faintly repugnant to me and is not at all what I would suggest as good DMing. If I can't set up the situation before hand to go the way I want, then it turns out like it turns out. Now, caveat, I have at times, increased monster difficulty (at the start of the combat, using the PF templates, which is what they are for) because the party was larger, overpowered, or what have you. But that's not to make the game go my way, that is to keep it from being boring and is, I think, an example of good DMing. But this is to say that all these examples some of you keep giving as to what constitutes "DM Force," are foreign to me. At the same time, I do think the DM is the final authority, and if he thinks something, in the game, should not work, because of this rule, that consideration, or what have you, his ability to do so, if he does it well, helps keep the game world running smoothly and maintains a higher degree of consistency and plausibility for events within the game world. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
Top