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Five Big Takeaways from the 2024 Dungeon Master's Guide
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<blockquote data-quote="Sword of Spirit" data-source="post: 9482420" data-attributes="member: 6677017"><p>Really depends on the nature of your setup. If you don't have (or aren't committed to) a particular group of players in mind, couldn't you create the world and game style you want to share and then invite players that are interested?</p><p></p><p>(For the rest of the post I'm not responding to your specific statement in particular, but to the general idea a lot of people share about how DMing should relate to players.)</p><p></p><p>There is a place for a "DM as content creator", where part of the content is the game experience itself. Players can pick the content they want to consume by picking the DM, just like they would pick a movie, music, video game, etc.</p><p></p><p>I don't think it should be an assumption of a DM specifically catering the interests of a particular group as if the DM were hired by them to make their custom food order. That may make more sense when you start with a group and are all like, "Who's going to be the DM, and what do we want our campaign to be like?" Even in that situation, it's equally possible for different members of the group to pitch what/how they would be interested in DMing and see which the group wants to do.</p><p></p><p></p><p>Now obviously, sometimes regardless of any of these considerations of style you might end up with friction and need to deal with. The point I'm making is that there are other ways to do it than to take an ongoing "the player is always right" approach, and specifically adapting everything to player desires during a campaign can lose something for both the players and DM.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 9482420, member: 6677017"] Really depends on the nature of your setup. If you don't have (or aren't committed to) a particular group of players in mind, couldn't you create the world and game style you want to share and then invite players that are interested? (For the rest of the post I'm not responding to your specific statement in particular, but to the general idea a lot of people share about how DMing should relate to players.) There is a place for a "DM as content creator", where part of the content is the game experience itself. Players can pick the content they want to consume by picking the DM, just like they would pick a movie, music, video game, etc. I don't think it should be an assumption of a DM specifically catering the interests of a particular group as if the DM were hired by them to make their custom food order. That may make more sense when you start with a group and are all like, "Who's going to be the DM, and what do we want our campaign to be like?" Even in that situation, it's equally possible for different members of the group to pitch what/how they would be interested in DMing and see which the group wants to do. Now obviously, sometimes regardless of any of these considerations of style you might end up with friction and need to deal with. The point I'm making is that there are other ways to do it than to take an ongoing "the player is always right" approach, and specifically adapting everything to player desires during a campaign can lose something for both the players and DM. [/QUOTE]
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