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Greyhawk Confirmed. Tell Me Why.
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<blockquote data-quote="Hussar" data-source="post: 9352385" data-attributes="member: 22779"><p>Not really IMO. The divide between DM and Player is largely artificial and it was something that was presented as this huge thing in earlier versions of D&D where players weren't even supposed to know the rules, let alone have any input in setting design. It's not 1981 anymore though. There is zero reason for this divide to be that big. If you have a player that comes back with nonsensical answers, do you really think the DM presenting options is going to work?</p><p></p><p>Wouldn't it be far better to teach players that they have just as much responsibility for the success of a game as DM's? That they should be engaged in designing the world just as much as the DM? I mean, I'm doing a fairly short side campaign for my regular group right now to give the DM a bit of a break. It's a single adventure, so, it's not like I'm doing much in the way of deep building here. One of the players is fairly new and wanted to know more about Tabaxi. My response was, "You tell me." And he did. Fantastic stuff.</p><p></p><p>That's what we need to be teaching players. That level of enthusiasm that gets beaten out of players by DM's constantly shutting down any attempt by players to have any authorial input into campaigns. We need to have less of a divide between players and DMs, not more.</p></blockquote><p></p>
[QUOTE="Hussar, post: 9352385, member: 22779"] Not really IMO. The divide between DM and Player is largely artificial and it was something that was presented as this huge thing in earlier versions of D&D where players weren't even supposed to know the rules, let alone have any input in setting design. It's not 1981 anymore though. There is zero reason for this divide to be that big. If you have a player that comes back with nonsensical answers, do you really think the DM presenting options is going to work? Wouldn't it be far better to teach players that they have just as much responsibility for the success of a game as DM's? That they should be engaged in designing the world just as much as the DM? I mean, I'm doing a fairly short side campaign for my regular group right now to give the DM a bit of a break. It's a single adventure, so, it's not like I'm doing much in the way of deep building here. One of the players is fairly new and wanted to know more about Tabaxi. My response was, "You tell me." And he did. Fantastic stuff. That's what we need to be teaching players. That level of enthusiasm that gets beaten out of players by DM's constantly shutting down any attempt by players to have any authorial input into campaigns. We need to have less of a divide between players and DMs, not more. [/QUOTE]
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