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Has the DMs job evolved in regard to "winging-it"?
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<blockquote data-quote="Dykstrav" data-source="post: 5118423" data-attributes="member: 40522"><p>It depends on your DMing style, your desires, and the desires of your players.</p><p></p><p>If your players are comfortable with letting you do what you want and you are comfortable running without worrying about sticking to the letter of the law, you can "wing it" in any game. The players are willing to accept a certain amount of wiggle room and inconsistency for the sake of keeping the game rolling. As long as everyone around the table is having fun, you can play fast and loose with the rules and even your before-game prep. Some DMs are better at this approach than others.</p><p></p><p>On the other hand, there are several DMs that find 3.5 easy to "wing it" with. Although it has more technical complexity and more fiddly rules bits, it has rules that cover more situations in more detail--those groups who value consistency and a certain degree of DM impartiality want a robust system for that. They feel free to think outside the box because the rules are more detailed for certain situations, and they don't have to rely on DM fiat to try things. Some DMs are better at this approach than others.</p><p></p><p>What seems to really matter to me is how on-fire your imagination is. Some people get creative bursts only when the game is chugging along. For those people, prep time is a waste because they have "writer's block," or the DM equivalent, when they sit down to design adventures. Other people do their best work when they have time to plot things out more carefully, marinate an idea, and approach it from a few angles before settling on an approach. They get creative when writing their notes for the next session, and would prefer to fine-tune things rather than "wing it."</p><p></p><p>Either approach is valid. There is no one right way to DM. Only what is right for the DM in question and their group.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 5118423, member: 40522"] It depends on your DMing style, your desires, and the desires of your players. If your players are comfortable with letting you do what you want and you are comfortable running without worrying about sticking to the letter of the law, you can "wing it" in any game. The players are willing to accept a certain amount of wiggle room and inconsistency for the sake of keeping the game rolling. As long as everyone around the table is having fun, you can play fast and loose with the rules and even your before-game prep. Some DMs are better at this approach than others. On the other hand, there are several DMs that find 3.5 easy to "wing it" with. Although it has more technical complexity and more fiddly rules bits, it has rules that cover more situations in more detail--those groups who value consistency and a certain degree of DM impartiality want a robust system for that. They feel free to think outside the box because the rules are more detailed for certain situations, and they don't have to rely on DM fiat to try things. Some DMs are better at this approach than others. What seems to really matter to me is how on-fire your imagination is. Some people get creative bursts only when the game is chugging along. For those people, prep time is a waste because they have "writer's block," or the DM equivalent, when they sit down to design adventures. Other people do their best work when they have time to plot things out more carefully, marinate an idea, and approach it from a few angles before settling on an approach. They get creative when writing their notes for the next session, and would prefer to fine-tune things rather than "wing it." Either approach is valid. There is no one right way to DM. Only what is right for the DM in question and their group. [/QUOTE]
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Has the DMs job evolved in regard to "winging-it"?
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