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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Aenghus" data-source="post: 6204183" data-attributes="member: 2656"><p>DMs and players can have a variety of different goals and preferences of different strengths. Some people have very narrow and specific preferences, others can enjoy a variety of styles. IMO calling someone a "good DM" isn't an absolute, it's a subjective measure, generally with respect to how closely the game he or she runs matches the ajudicator's personal preferences. Some DM skills may be transferable to different game styles, but conversely instincts good for one style may be detrimental to another.</p><p></p><p>The degree to which DMs facilitate player goals is a strong litmus test for game style. Some DMs don't pay any attention to player goals, and so don't facilitate them. There may be DM provided plots to follow, or a sandbox world to explore, so player goals based on those elements may be viable.</p><p></p><p>Other games may make player goals of primary importance in play. This doesn't necessarily mean it's all wish fulfillment, as the appropriate player goals for this sort of play are likely different to viable goals in more DM-driven games. Players may want their PCs to struggle to achieve something and fail. Goals in such a game may be very personal, such as the evolution of PC personality due to deals made or broken, and sacrifices made or refused </p><p></p><p>In my experience most games fall somewhere between these two stools. Players get a limited amout of personal plot.</p><p></p><p>The above can lead to differences in pacing and scene framing between game styles based on the different goals being pursued. </p><p></p><p>In totally DM-plot games, the DM can focus strongly on scenes relevant to the plot, to facilitate player chances of advancing the plot. The DM may or may not shortcut scenes irrelevant to the plot. </p><p></p><p>In sandbox-type games the DM may deliberately try not to edit scenes, so as to avoid railroading them - the players may suffer a lot of failures and roadblocks if they are unlucky in their choices of direction (which are often random in this sort of game). </p><p></p><p>In a more player-centric game, the DM may focus on scenes relevant to the agreed-on goals on the game, and downplay scenes irrelevant to those goals. I've seen a lot of scenes where the players waste game time and resources pursuing the impossible because they don't know its (currently) impossible and the DM is unwilling to just come out and tell them that.</p><p></p><p>Also, depending on the tastes of those involved, the game may be slow-paced with lots of diversions and red herrings, or fast-paced with scenes that don't advance the play goals skipped or narrated but not detailed. The faster style of play is increasingly attractive to people with less free time, who know what they want from the game and how to ask for it.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6204183, member: 2656"] DMs and players can have a variety of different goals and preferences of different strengths. Some people have very narrow and specific preferences, others can enjoy a variety of styles. IMO calling someone a "good DM" isn't an absolute, it's a subjective measure, generally with respect to how closely the game he or she runs matches the ajudicator's personal preferences. Some DM skills may be transferable to different game styles, but conversely instincts good for one style may be detrimental to another. The degree to which DMs facilitate player goals is a strong litmus test for game style. Some DMs don't pay any attention to player goals, and so don't facilitate them. There may be DM provided plots to follow, or a sandbox world to explore, so player goals based on those elements may be viable. Other games may make player goals of primary importance in play. This doesn't necessarily mean it's all wish fulfillment, as the appropriate player goals for this sort of play are likely different to viable goals in more DM-driven games. Players may want their PCs to struggle to achieve something and fail. Goals in such a game may be very personal, such as the evolution of PC personality due to deals made or broken, and sacrifices made or refused In my experience most games fall somewhere between these two stools. Players get a limited amout of personal plot. The above can lead to differences in pacing and scene framing between game styles based on the different goals being pursued. In totally DM-plot games, the DM can focus strongly on scenes relevant to the plot, to facilitate player chances of advancing the plot. The DM may or may not shortcut scenes irrelevant to the plot. In sandbox-type games the DM may deliberately try not to edit scenes, so as to avoid railroading them - the players may suffer a lot of failures and roadblocks if they are unlucky in their choices of direction (which are often random in this sort of game). In a more player-centric game, the DM may focus on scenes relevant to the agreed-on goals on the game, and downplay scenes irrelevant to those goals. I've seen a lot of scenes where the players waste game time and resources pursuing the impossible because they don't know its (currently) impossible and the DM is unwilling to just come out and tell them that. Also, depending on the tastes of those involved, the game may be slow-paced with lots of diversions and red herrings, or fast-paced with scenes that don't advance the play goals skipped or narrated but not detailed. The faster style of play is increasingly attractive to people with less free time, who know what they want from the game and how to ask for it. [/QUOTE]
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