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How much control do DMs need?
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<blockquote data-quote="Imaro" data-source="post: 8995838" data-attributes="member: 48965"><p>I'm curious... if this is a pre-written module (and apologies if it's not)... how is the GM the primary source of creativity? Isn't it the module (or more specifically the writer of the module)? I just have a hard time seeing the GM as being the driver if it's an already written, stated out adventure. </p><p></p><p></p><p></p><p></p><p></p><p>This is interesting to me in that... in the first example you say you want to find out how things are going to go for the character. That there are stakes involved, and you want to know what happens... However don't those things arise as part of and the result of choices?</p><p></p><p>Can't a character through how they choose to deal with a choice in the Temple game also have stakes involved? Have interesting consequences and create a situation where it is uncertain (until the resolution or sometimes beyond) what happens? Or are these the type of adventures where your choices don't matter and don't really affect anything? I honestly find an adventure that is so rigid that choices don't even have different minor consequences hard to grasp. Is the game mainly about the plot, sure... but it can be about the characters as well... there's plenty of fiction that does this. </p><p></p><p></p><p></p><p>I think most people are in agreement with this. I don't think anyone is advocating deceiving your players about these aspects. Being upfront, IMO, is almost always the best approach in gaming. </p><p></p><p></p><p></p><p>No we talk through it in a session zero... I've been playing with some of my group for years and we still talk through the campaign and expectations in a session zero. Session zero has become pretty prominent, especially amongst content creators, as something D&D groups should do. Does everyone do it, probably not but it's not this thing that's unheard of amongst D&D players. I'd argue alot of the techniques and mechanics from indie games aren't unknown to D&D players (and many are, in some form or another, actually in the DMG)... including sharing some degree of narrative control, degrees of success, skill challenges, clocks, failing forward, and so on... I think where the difference lies in us D&D players who have adopted some of these techniques and mechanics is... we don't feel like it has to or needs to be as regimented and regulated as a lot of indie games (and those who are proponents of them) seem to do. We want to take what we like add it in and stir to taste... not have a game that must be played THIS way or you're doing it wrong.</p></blockquote><p></p>
[QUOTE="Imaro, post: 8995838, member: 48965"] I'm curious... if this is a pre-written module (and apologies if it's not)... how is the GM the primary source of creativity? Isn't it the module (or more specifically the writer of the module)? I just have a hard time seeing the GM as being the driver if it's an already written, stated out adventure. This is interesting to me in that... in the first example you say you want to find out how things are going to go for the character. That there are stakes involved, and you want to know what happens... However don't those things arise as part of and the result of choices? Can't a character through how they choose to deal with a choice in the Temple game also have stakes involved? Have interesting consequences and create a situation where it is uncertain (until the resolution or sometimes beyond) what happens? Or are these the type of adventures where your choices don't matter and don't really affect anything? I honestly find an adventure that is so rigid that choices don't even have different minor consequences hard to grasp. Is the game mainly about the plot, sure... but it can be about the characters as well... there's plenty of fiction that does this. I think most people are in agreement with this. I don't think anyone is advocating deceiving your players about these aspects. Being upfront, IMO, is almost always the best approach in gaming. No we talk through it in a session zero... I've been playing with some of my group for years and we still talk through the campaign and expectations in a session zero. Session zero has become pretty prominent, especially amongst content creators, as something D&D groups should do. Does everyone do it, probably not but it's not this thing that's unheard of amongst D&D players. I'd argue alot of the techniques and mechanics from indie games aren't unknown to D&D players (and many are, in some form or another, actually in the DMG)... including sharing some degree of narrative control, degrees of success, skill challenges, clocks, failing forward, and so on... I think where the difference lies in us D&D players who have adopted some of these techniques and mechanics is... we don't feel like it has to or needs to be as regimented and regulated as a lot of indie games (and those who are proponents of them) seem to do. We want to take what we like add it in and stir to taste... not have a game that must be played THIS way or you're doing it wrong. [/QUOTE]
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