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<blockquote data-quote="Ahnehnois" data-source="post: 6146870" data-attributes="member: 17106"><p>To start with, I prepare a very basic campaign structure tailored to the players, designed to challenge and reward each of them individually. That is, I don't define a "balanced campaign" in terms of pillars or in game terms at all, I define it relative to what I know (or guess) to be the players' needs and abilities.</p><p></p><p>Second, I look at character creation as collaborative and open-ended. A player does not make a character, he or she proposes a character, and we go back and forth on it. The player outlines mechanics, sources, and any modifications they'd like to make, and I respond with notes. Typically we have an ongoing dialogue about whether the character's abilities are balanced, how well they fit into my campaign, and how effective and satisfying the character is likely to be in play. I suggest changes to either increase or decrease the power level of the character. The rules are only a starting point, a common framework for this discussion. The result is usually a character that will work for both me and the player.</p><p></p><p>All of which means that my job during play is pretty easy. I just have to be observant and make rulings or suggest changes to a character when these things need to be done, but that isn't overly often. I do allow certain character rebuilding during level-ups, giving us a venue to change feats/spells/etc. that aren't working. I also have to create a dynamic world that responds to the players.</p><p></p><p>All of that, AFAIC it all falls under DMing (and playing) skill. It wasn't what I did from day one, but there's a reason I do it now.</p><p></p><p>If it subverts the point of having a DM in the first place, then yes.</p><p></p><p>I mean, Lebron James' life would be much easier if he could just walk off the court when his team was on defense, and then come back on and dunk whenever it was convenient. But that's not how it works. He has to participate in all phases of the game. Similarly, the DM has the responsibility to both create and control the game. He can't just do the flashy stuff and take the rest of the day off. Yes, DMing is a lot of responsibility. I almost invariably emerge from a session dog tired and with a splitting headache. But that's the gig.</p><p></p><p>Now, if you don't want the DM to have that much responsibility, it's fine to try another game that shares narrative control and other responsibilities differently. But that paradigm as it is works for plenty of people, and it's inherent to D&D.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6146870, member: 17106"] To start with, I prepare a very basic campaign structure tailored to the players, designed to challenge and reward each of them individually. That is, I don't define a "balanced campaign" in terms of pillars or in game terms at all, I define it relative to what I know (or guess) to be the players' needs and abilities. Second, I look at character creation as collaborative and open-ended. A player does not make a character, he or she proposes a character, and we go back and forth on it. The player outlines mechanics, sources, and any modifications they'd like to make, and I respond with notes. Typically we have an ongoing dialogue about whether the character's abilities are balanced, how well they fit into my campaign, and how effective and satisfying the character is likely to be in play. I suggest changes to either increase or decrease the power level of the character. The rules are only a starting point, a common framework for this discussion. The result is usually a character that will work for both me and the player. All of which means that my job during play is pretty easy. I just have to be observant and make rulings or suggest changes to a character when these things need to be done, but that isn't overly often. I do allow certain character rebuilding during level-ups, giving us a venue to change feats/spells/etc. that aren't working. I also have to create a dynamic world that responds to the players. All of that, AFAIC it all falls under DMing (and playing) skill. It wasn't what I did from day one, but there's a reason I do it now. If it subverts the point of having a DM in the first place, then yes. I mean, Lebron James' life would be much easier if he could just walk off the court when his team was on defense, and then come back on and dunk whenever it was convenient. But that's not how it works. He has to participate in all phases of the game. Similarly, the DM has the responsibility to both create and control the game. He can't just do the flashy stuff and take the rest of the day off. Yes, DMing is a lot of responsibility. I almost invariably emerge from a session dog tired and with a splitting headache. But that's the gig. Now, if you don't want the DM to have that much responsibility, it's fine to try another game that shares narrative control and other responsibilities differently. But that paradigm as it is works for plenty of people, and it's inherent to D&D. [/QUOTE]
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