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*Dungeons & Dragons
Greyhawk Confirmed. Tell Me Why.
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<blockquote data-quote="Scott Christian" data-source="post: 9353465" data-attributes="member: 6901101"><p>That just isn't true. Basic, Advanced, and everything after actively engaged players learning the rules. I am not sure where you got that. Maybe one line taken out of context. I mean, they had an entire magazine devoted to players, giving them optional rules, races, inventory items, etc.</p><p></p><p>Yes. Yes, I do think having a DM give options will reduce answers like that. As someone who has run the D&D club for several high schools, the difference between letting players do whatever they want, and then putting a DM that understands the direction in charge is night and day. I can definitely tell you, the tables that have players that want BooBerry as their god never seem to last long. They dissipate, and then slowly, the ones that want to continue, gravitate towards the tables that have DMs who had a vision - even if that vision was a simple Forgotten Realms style adventure path. </p><p></p><p>The social contract says they DO have as much of a shared responsibility. Again, goal keepers and strikers. Their shared responsibility is to themselves, the DM, <em>and all the other players</em>. The DMs responsibility is to themselves and the players. It's goal keepers and strikers. Both have the same goal, they accomplish it in different ways.</p><p></p><p>All these beat downs, yet I have never really seen one. I have seen, over and over at the game shop and at the high school, players coming from completely different trajectories as the DM. That's the only consternation I see. And that is often solved by laying the groundwork at session zero, the DM understanding the needs and wants of the players, and having consistency in lore, which in turn creates consistency in mood and tone.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9353465, member: 6901101"] That just isn't true. Basic, Advanced, and everything after actively engaged players learning the rules. I am not sure where you got that. Maybe one line taken out of context. I mean, they had an entire magazine devoted to players, giving them optional rules, races, inventory items, etc. Yes. Yes, I do think having a DM give options will reduce answers like that. As someone who has run the D&D club for several high schools, the difference between letting players do whatever they want, and then putting a DM that understands the direction in charge is night and day. I can definitely tell you, the tables that have players that want BooBerry as their god never seem to last long. They dissipate, and then slowly, the ones that want to continue, gravitate towards the tables that have DMs who had a vision - even if that vision was a simple Forgotten Realms style adventure path. The social contract says they DO have as much of a shared responsibility. Again, goal keepers and strikers. Their shared responsibility is to themselves, the DM, [I]and all the other players[/I]. The DMs responsibility is to themselves and the players. It's goal keepers and strikers. Both have the same goal, they accomplish it in different ways. All these beat downs, yet I have never really seen one. I have seen, over and over at the game shop and at the high school, players coming from completely different trajectories as the DM. That's the only consternation I see. And that is often solved by laying the groundwork at session zero, the DM understanding the needs and wants of the players, and having consistency in lore, which in turn creates consistency in mood and tone. [/QUOTE]
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Greyhawk Confirmed. Tell Me Why.
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