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Community
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Has the DM fallen from grace?
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<blockquote data-quote="Mengu" data-source="post: 5636764" data-attributes="member: 65726"><p>There are three aspects to trusting the DM.</p><p></p><p>First, as far as the story and direction goes, I find that two way trust drives the story the best. As player I trust the DM has some direction in mind, and I do try to figure out and follow that direction. As DM I trust the players, in that they are not there to screw the game, they are doing the best they can with the material I'm presenting. I think there is a general lack of trust in both directions for most games. Sadly, some of that mistrust is deservedly so.</p><p></p><p>Second, as far as rules arbitration goes, trusting the DM only goes so far as their experience. I trust the most rules savvy person at the table, whether that's the DM or a player is immaterial. Occasionally, DM's are the least experienced in the rules department. Many of course acknowledge this and trust their rules guru. But blindly insistent "because I say so" DM's aren't doing themselves any favors.</p><p></p><p>Third, As far as encounter design goes, the players have to trust the DM is not out to kill them. This intention is usually there. But a lack of system mastery can lead to some very poor and unfun encounter design. I consider myself an experienced DM, and I have most certainly made mistakes in encounter design, even recently. It's a tough job, and when there are players at the table, who can see the poor design, it becomes hard for those players to trust the DM or enjoy the encounter.</p><p></p><p>The third factor I think is the one that's most often discussed, and complained about. Facing a pair of level+5 soldiers with permanent concealment, that you have to get through to reach the artillery that move-attack-moves in and out of LoS can be frustrating. Monsters that push+daze+prone at-will or insubstantial monsters that weaken are again going to be a drag to fight. The way a DM designs encounters I think has the largest impact on the trust level of the group, at least it seems so in internet discussions. It's a fragile and difficult balance. The DM needs to challenge the players, but not frustrate them. The players probably need a slightly more flexible attitude toward their predicament. Being pushed, dazed, and prone is not too bad, when you are a dwarf with resilient focus and superior will, so, you get over it. Insubstantial weakening monsters can be dealt with if you can exploit their vulnerability, and shake off weaken with an item or utility, and use your interrupts to make them miss.</p><p></p><p>In general, most DM's could use a bit more education in system mastery, and most players could use a bit of an attitude adjustment to deal with their challenges.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5636764, member: 65726"] There are three aspects to trusting the DM. First, as far as the story and direction goes, I find that two way trust drives the story the best. As player I trust the DM has some direction in mind, and I do try to figure out and follow that direction. As DM I trust the players, in that they are not there to screw the game, they are doing the best they can with the material I'm presenting. I think there is a general lack of trust in both directions for most games. Sadly, some of that mistrust is deservedly so. Second, as far as rules arbitration goes, trusting the DM only goes so far as their experience. I trust the most rules savvy person at the table, whether that's the DM or a player is immaterial. Occasionally, DM's are the least experienced in the rules department. Many of course acknowledge this and trust their rules guru. But blindly insistent "because I say so" DM's aren't doing themselves any favors. Third, As far as encounter design goes, the players have to trust the DM is not out to kill them. This intention is usually there. But a lack of system mastery can lead to some very poor and unfun encounter design. I consider myself an experienced DM, and I have most certainly made mistakes in encounter design, even recently. It's a tough job, and when there are players at the table, who can see the poor design, it becomes hard for those players to trust the DM or enjoy the encounter. The third factor I think is the one that's most often discussed, and complained about. Facing a pair of level+5 soldiers with permanent concealment, that you have to get through to reach the artillery that move-attack-moves in and out of LoS can be frustrating. Monsters that push+daze+prone at-will or insubstantial monsters that weaken are again going to be a drag to fight. The way a DM designs encounters I think has the largest impact on the trust level of the group, at least it seems so in internet discussions. It's a fragile and difficult balance. The DM needs to challenge the players, but not frustrate them. The players probably need a slightly more flexible attitude toward their predicament. Being pushed, dazed, and prone is not too bad, when you are a dwarf with resilient focus and superior will, so, you get over it. Insubstantial weakening monsters can be dealt with if you can exploit their vulnerability, and shake off weaken with an item or utility, and use your interrupts to make them miss. In general, most DM's could use a bit more education in system mastery, and most players could use a bit of an attitude adjustment to deal with their challenges. [/QUOTE]
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