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How much control do DMs need?
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<blockquote data-quote="Imaro" data-source="post: 8995403" data-attributes="member: 48965"><p>No this isn't what I'm saying. People can think of new things all the time, come up with new interests all the time so you've mislabeled my position here. My point is that why limit it to only what the DM thinks of or only what the players think of. Does a game have to be totally driven by either one? I don't believe so but I could be wrong. </p><p></p><p>Right now I am running a West Marches, player and DM driven campaign. The players all came up with their goals for entering the North (think of it like 4e's player created quests) and add small details to the North when they feel like it or when I prompt them, especially since it's massive and I've left space for new things to be created... but, I have also created vast swaths of the North with what piques my curiosity and what I think would interest my players as well. Will I force them to interact with any of it, nope. But I have played with these people for years and I know what they enjoy and so I'm pretty sure that along with pursuing their own goals and marking their own creations in the world they will more than likely find some if not all of what I have created, engaging as well. This is where I am in my playstyle. Think the Tao of Bruce Lee... I don't want to be defined or restrained by outdated structures that claim what I can or can't do. I'm taking what works best for me from any playstyle and combining it at this point and as long as we're (my groups) are having fun I could care less about principles and right or worng ways I SHOULD be playing. </p><p></p><p></p><p></p><p>I can't really comment on what other posters think but this misses the mark as far as what I personally think and utilize when running games.</p></blockquote><p></p>
[QUOTE="Imaro, post: 8995403, member: 48965"] No this isn't what I'm saying. People can think of new things all the time, come up with new interests all the time so you've mislabeled my position here. My point is that why limit it to only what the DM thinks of or only what the players think of. Does a game have to be totally driven by either one? I don't believe so but I could be wrong. Right now I am running a West Marches, player and DM driven campaign. The players all came up with their goals for entering the North (think of it like 4e's player created quests) and add small details to the North when they feel like it or when I prompt them, especially since it's massive and I've left space for new things to be created... but, I have also created vast swaths of the North with what piques my curiosity and what I think would interest my players as well. Will I force them to interact with any of it, nope. But I have played with these people for years and I know what they enjoy and so I'm pretty sure that along with pursuing their own goals and marking their own creations in the world they will more than likely find some if not all of what I have created, engaging as well. This is where I am in my playstyle. Think the Tao of Bruce Lee... I don't want to be defined or restrained by outdated structures that claim what I can or can't do. I'm taking what works best for me from any playstyle and combining it at this point and as long as we're (my groups) are having fun I could care less about principles and right or worng ways I SHOULD be playing. I can't really comment on what other posters think but this misses the mark as far as what I personally think and utilize when running games. [/QUOTE]
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