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How much control do DMs need?
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<blockquote data-quote="hawkeyefan" data-source="post: 8996682" data-attributes="member: 6785785"><p>Sure, I've played and GMed plenty of D&D campaigns, and there's certainly a range when it comes to character focus. I don't know if the length of the campaign has anything to do with it as much as the focus of play and how that's determined. There are other factors at play, too, I expect, but I think that's central. </p><p></p><p></p><p></p><p>Well, it depends on which version of D&D. Some are far more specific than 5e in how they're meant to play and what procedures and techniques are to be used. </p><p></p><p>5e Itself allows for probably the broadest range of playstyles of all the versions of D&D. And for many, this is a feature not a bug. For me, it's increasingly a bug. I also think it is a bug for clear conversation. </p><p></p><p></p><p></p><p>I feel like if we define need in this way, where any and all authority comes from the GM, we're veering into "mother may I" territory. </p><p></p><p>If there are benefits to not having the GM as the sole authority... if there are ways for the game to be improved by allowing players to have more input... then those should be the expected mode of play. They shouldn't shift. </p><p></p><p>For example, on my turn in 5e, I should be able to move, take an action, and then also take a bonus action, if I have one that applies. My ability to do this should come from the rules, not the GM. If there is some reason I can't do one of those things on my turn, I should understand why according to the rules. </p><p></p><p>I think viewing "need" in the way you have here is meant to say that D&D can produce any kind of play, but other games can't do that... but I don't think that's necessary, nor is it true, and it really does push us into the mother may I caricature. </p><p></p><p></p><p></p><p>I don't think anyone said anything about how the vast majority of folks play 5e. I would say a significant number of folks clearly do so, and I would point to the sales of the adventure books and the significant number of streamed games you can find on youtube and other places online where people are doing exactly that. </p><p></p><p>Additionally, I'd suggest that the adventures are a model for many people in how to run a game, and so they influence many folks who create their own settings and adventures. </p><p></p><p>The adventures are clearly a significant factor in how people play.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8996682, member: 6785785"] Sure, I've played and GMed plenty of D&D campaigns, and there's certainly a range when it comes to character focus. I don't know if the length of the campaign has anything to do with it as much as the focus of play and how that's determined. There are other factors at play, too, I expect, but I think that's central. Well, it depends on which version of D&D. Some are far more specific than 5e in how they're meant to play and what procedures and techniques are to be used. 5e Itself allows for probably the broadest range of playstyles of all the versions of D&D. And for many, this is a feature not a bug. For me, it's increasingly a bug. I also think it is a bug for clear conversation. I feel like if we define need in this way, where any and all authority comes from the GM, we're veering into "mother may I" territory. If there are benefits to not having the GM as the sole authority... if there are ways for the game to be improved by allowing players to have more input... then those should be the expected mode of play. They shouldn't shift. For example, on my turn in 5e, I should be able to move, take an action, and then also take a bonus action, if I have one that applies. My ability to do this should come from the rules, not the GM. If there is some reason I can't do one of those things on my turn, I should understand why according to the rules. I think viewing "need" in the way you have here is meant to say that D&D can produce any kind of play, but other games can't do that... but I don't think that's necessary, nor is it true, and it really does push us into the mother may I caricature. I don't think anyone said anything about how the vast majority of folks play 5e. I would say a significant number of folks clearly do so, and I would point to the sales of the adventure books and the significant number of streamed games you can find on youtube and other places online where people are doing exactly that. Additionally, I'd suggest that the adventures are a model for many people in how to run a game, and so they influence many folks who create their own settings and adventures. The adventures are clearly a significant factor in how people play. [/QUOTE]
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