No I really don't, that's why I liked 63 the other day & held off on hitting post until waking up to see 78.That window of discourse is not what I meant. I think you knew that.
No I really don't, that's why I liked 63 the other day & held off on hitting post until waking up to see 78.That window of discourse is not what I meant. I think you knew that.
Was this intentionally scheduled as The Last Session? If no, then why not just leave off mid-combat - taking very careful notes on everyone's status, of course - and pick up at that exact point next session?Yes, in a way. This was 3.5. High level. 10+ year campaign. The PCs were making their first foray into the Astral (which was more like space than Dr. Strange nonsense) and were trying to free some prisoners from a multiversal prison. Demon marauders attacked and I ran the fight by the book, rolls open, etc.
I swear this is true: over 6 hours later the fight was unresolved and I had to leave. It was a depressing, limp end to a long running campaign rather than the bold start of a new era.
In those days I was traveling 500 miles a few times a year to cram as much table time into a long weekend as possible. This was Sunday night.Was this intentionally scheduled as The Last Session? If no, then why not just leave off mid-combat - taking very careful notes on everyone's status, of course - and pick up at that exact point next session?
If a TPK represents a ruined session then yes, once.Have any of you ruined a session for your players because you were impartial??
Flip side: you also won't intervene if the PCs are having it too easy and rag-dolling your BBEG without working up a sweat.If you're really being impartial, then that means you won't intervene to alter things just because the players are having a bad time because of things. Like, "As an impartial DM, I must not unjustly alter the situation; even if it means the players will suffer greatly."
I agree, but that's part of why I defined "impartiality" differently compared to most OSR fans.Flip side: you also won't intervene if the PCs are having it too easy and rag-dolling your BBEG without working up a sweat.
Impartiality runs both ways.
I will frame it like: It is difficult to separate all of the player curated stories with not having a touch of railroading.No I really don't, that's why I liked 63 the other day & held off on hitting post until waking up to see 78.
Sometimes. Other times it just is what it is, in part because if it's tailored to the players too much they'll notice, and it'll come across as perhaps overly contrived.For me, there are things where absolute impartiality is simply not desirable. I don't write "plot" because plot means I'm expecting the players to do specific things in a specific sequence--but I do prepare events/situations that I think are likely to be compelling to the players. That's a form of partiality, framing scenes that will be naturally compelling to these players.
For me, this is a feature not a bug. Were the characters real - which is how I approach the whole affair, that they're real people in a real world - the items they find wouldn't be necessarily tailored to them; instead they might have to adapt to the item or simply accept that the best thing they can do with it is sell it off and split the proceeds. (one of 5e's stupidest by-the-book rules is that magic items can't be bought or sold)Likewise, giving 100% purely random magic items is generally counterproductive in my experience; it causes players to see magic items purely as utility, and thus encourages a minmaxing, materialist play-stance, which I find reduces RP.
I try to throw in items now and then that they've never seen before either as players or characters, if only to keep things fresh. It also doesn't matter how compelling the players might find an item, if the characters being played aren't interested in it they ain't gonna keep it.Instead, as noted before, I try to present items that players are likely to find compelling, and then present ways they can improve (or, sometimes, sacrifice!) these beloved things.
We agree on this.But there are other things where I consider true impartiality essential. I don't modify monster stats once a monster enters play--and I have pretty low standards for what counts as "entering play". If they've seen it, even from a distance, then its stats are off-limits for change unless there's an in-world reason why they would change, and the players must be afforded a sincere opportunity to know that those stats changed. Likewise, I don't fudge rolls, ever--I never secretly pretend that the result of a roll is something other than what the die says.
Same here. Maybe happened half a dozen times over 40 years of DMing.I will sometimes ignore a rolled result, but only openly, so players know that I am choosing to do something else, but even that I try to do only in times of extreme need.
For me the importance isn't necessarily good monster design (whatever that is), it's having a system that's arithmetically forgiving enough to be able to handle some minor errors in my estimation of a monster's power. The TSR editions are in general much more forgiving in this way than are the WotC editions.This is why it's so important to actually have good monster design, incidentally. I refuse to pretend that the game is actually a meaningful challenge when the truth is that I'm actually deciding whatever happens by rigging things toward what I think is best. If the game is designed such that it can't produce the right spread of results without me rigging it on the regular, then it's not a game I'm going to run, period. I've had no problem with three different systems in this regard, so I feel quite confident in saying that any game should be able to meet that standard.
I'm not sure what you mean by "railroading", which might be part of the problem...so I'll give what I mean by it.I will frame it like: It is difficult to separate all of the player curated stories with not having a touch of railroading.
And, as others have stated on here, there is a bit of crossover with being partial and railroading.
Lastly, (I know, I know) the definition of railroad is now about as broad as an ocean. So take my comments as grains of salt.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.