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How much control do DMs need?
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<blockquote data-quote="Enrahim2" data-source="post: 8995231" data-attributes="member: 7039850"><p>I unfortunately don't have time to read trough all to see if this has been answered by others, or if the conversation has completely shifted.</p><p></p><p>I think I see what you are getting at. If we are restraining ourself to the out of combat mode, The tools for DMs of D&D isn't plentiful, nor particularly complex/sophisticated. You hence do not have the same flexibility of choice of tools as you have in fate. The flexibility that can be argued rather lies in that the tools you have each can be applied to a very wide range of situations to acheive certain effects. Moreover while not complex in themselves, the interaction with tools and content given to the players, they allow for richer gameplay, than applying similar looking tools in a different game. Some of the tools the DM has available:</p><p></p><p>Ability checks - bare bone universally applicable task and conflict resolution tool.</p><p>Xp/milestones - A tool for motivating and creating a sense of mechanical large scale progress</p><p>Damage/fatigue/conditions: A not insignificant set of diverse tools for giving mechanical weight to negative consequences. Can be used for increasing pressure/tension, punish, or direct the game. Likely the most dangerous tools in the toolchest.</p><p>Treasures: Tools for motivating, direct and also provide variation to the players as character capabilities can change more fluidly than the leveling mechanism.</p><p>Inspiration: I would say arguably the weakest tool of those mentioned here, but works as a truly universal way to revard and direct <em>player</em> behavior.</p><p></p><p>So I would say while there might only be a stone in there for hammering things together, the toolbox also contains a fine number of sharp knives, at least a marker pen, a pump and a screwdriver. That sound like a toolbox to me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Enrahim2, post: 8995231, member: 7039850"] I unfortunately don't have time to read trough all to see if this has been answered by others, or if the conversation has completely shifted. I think I see what you are getting at. If we are restraining ourself to the out of combat mode, The tools for DMs of D&D isn't plentiful, nor particularly complex/sophisticated. You hence do not have the same flexibility of choice of tools as you have in fate. The flexibility that can be argued rather lies in that the tools you have each can be applied to a very wide range of situations to acheive certain effects. Moreover while not complex in themselves, the interaction with tools and content given to the players, they allow for richer gameplay, than applying similar looking tools in a different game. Some of the tools the DM has available: Ability checks - bare bone universally applicable task and conflict resolution tool. Xp/milestones - A tool for motivating and creating a sense of mechanical large scale progress Damage/fatigue/conditions: A not insignificant set of diverse tools for giving mechanical weight to negative consequences. Can be used for increasing pressure/tension, punish, or direct the game. Likely the most dangerous tools in the toolchest. Treasures: Tools for motivating, direct and also provide variation to the players as character capabilities can change more fluidly than the leveling mechanism. Inspiration: I would say arguably the weakest tool of those mentioned here, but works as a truly universal way to revard and direct [I]player[/I] behavior. So I would say while there might only be a stone in there for hammering things together, the toolbox also contains a fine number of sharp knives, at least a marker pen, a pump and a screwdriver. That sound like a toolbox to me :) [/QUOTE]
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