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How Hardline a DM are You?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2750121" data-attributes="member: 20805"><p>Me? Neither, both, yes... <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p> How I run depends on the knowledge/talent of the players I have. My recent group was/is primarily new players who do not know the rules well enough that alot of mechanics words get used during play. A previous group was rules savvy and into IC gaming style.. mechanics speak virtually disappeared. </p><p></p><p>Plot wise, the game is always open to whatever/whereever the group wants to go. Again, the extremes of my recent group whose motivation to explore was limited to the module I was using.. no outside plans/hooks of player invention at all. The previous group was entirely player invention plans/hooks.</p><p></p><p> My NPC's make tactical errors, but tend to be into intel/recon to discover weaknesses/strengths of opponents. This means the big encounters tend to challenge the group due to better tactics.. {and the XP awards are adjusted to reflect}</p><p></p><p>My rule, that I have used since 1st edition, is that reliance on the mechanics in a uniform and standardized way is insurance against petty player hatred. Its easy to get mad at a DM who suddenly enforces a rule you had never used before to the PC's detriment.. harder to get mad at one who uses the rules { house ruled as need be in advance} </p><p> That being said... my bad guys tend to have enough hit points to be able to die at the dramatically appropriate time, or occasionally get a minor circumstance bonus to be able to hit on thier last attack.. Purely referee'd games tend to not be heroic in nature..</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2750121, member: 20805"] Me? Neither, both, yes... :lol: How I run depends on the knowledge/talent of the players I have. My recent group was/is primarily new players who do not know the rules well enough that alot of mechanics words get used during play. A previous group was rules savvy and into IC gaming style.. mechanics speak virtually disappeared. Plot wise, the game is always open to whatever/whereever the group wants to go. Again, the extremes of my recent group whose motivation to explore was limited to the module I was using.. no outside plans/hooks of player invention at all. The previous group was entirely player invention plans/hooks. My NPC's make tactical errors, but tend to be into intel/recon to discover weaknesses/strengths of opponents. This means the big encounters tend to challenge the group due to better tactics.. {and the XP awards are adjusted to reflect} My rule, that I have used since 1st edition, is that reliance on the mechanics in a uniform and standardized way is insurance against petty player hatred. Its easy to get mad at a DM who suddenly enforces a rule you had never used before to the PC's detriment.. harder to get mad at one who uses the rules { house ruled as need be in advance} That being said... my bad guys tend to have enough hit points to be able to die at the dramatically appropriate time, or occasionally get a minor circumstance bonus to be able to hit on thier last attack.. Purely referee'd games tend to not be heroic in nature.. [/QUOTE]
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