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How has D&D changed over the decades?
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<blockquote data-quote="tetrasodium" data-source="post: 8574169" data-attributes="member: 93670"><p>No matter what you plan expect players to surprise you. Every single gm can relate to players going in unexpected directions & no context is needed to make them good for purposes of example. Some of those examples were ones that show the GM discretely nudging the direction of play, that doesn't make them into something that is always going to be hostile passive aggressive oppressive railroading or anything of the sort.</p><p></p><p>Reacting positively to positive reinforcement is wired into our brains at a pretty low level, magic items were a tool GM's could use to discretely direct & tilt things through positive reinforcement that is no longer really an option</p><p></p><p>As to beg<em> "most of this list is basically passive aggressively trying to direct the players instead of honest engagement with them"</em>. The players no longer need anything from the gm other than to run the world for <em>The</em> Main Character so the GM has no cards they can play in said negotiation other than wish fulfilment. Worse still that discussion & negotiation needs to be had during the game rather than some between session because the soft tools that can do that in the moment have been so deeply reduced.</p><p></p><p></p><p>No they can't make an apples to apples swap like that because that goes from proactive to reactive & it shifts from guidance through positive reinforcement to punitive after the fact damage control. Players regularly know how much they are expected to be paid <em>before</em> they go do a job even if how much is only a vague estimate, they almost never know how much experience is to be had until the deed is done. You've been trying to say that the GM does't need these tools & is doing it wrong</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8574169, member: 93670"] No matter what you plan expect players to surprise you. Every single gm can relate to players going in unexpected directions & no context is needed to make them good for purposes of example. Some of those examples were ones that show the GM discretely nudging the direction of play, that doesn't make them into something that is always going to be hostile passive aggressive oppressive railroading or anything of the sort. Reacting positively to positive reinforcement is wired into our brains at a pretty low level, magic items were a tool GM's could use to discretely direct & tilt things through positive reinforcement that is no longer really an option As to beg[I] "most of this list is basically passive aggressively trying to direct the players instead of honest engagement with them"[/I]. The players no longer need anything from the gm other than to run the world for [I]The[/I] Main Character so the GM has no cards they can play in said negotiation other than wish fulfilment. Worse still that discussion & negotiation needs to be had during the game rather than some between session because the soft tools that can do that in the moment have been so deeply reduced. No they can't make an apples to apples swap like that because that goes from proactive to reactive & it shifts from guidance through positive reinforcement to punitive after the fact damage control. Players regularly know how much they are expected to be paid [I]before[/I] they go do a job even if how much is only a vague estimate, they almost never know how much experience is to be had until the deed is done. You've been trying to say that the GM does't need these tools & is doing it wrong [/QUOTE]
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