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How much control do DMs need?
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<blockquote data-quote="Enrahim2" data-source="post: 8996778" data-attributes="member: 7039850"><p>A key observation is that the DMG is only meant to be known by one player, and are also very clearly stated to be guidlines and suggestions rather than rules. It hence serves no role in setting expectations as to what the activity would entail when inviting players to "play D&D".</p><p></p><p>However the players handbook is the one book assumed to be available to everyone, and hence what is written in it is the basis of what can be reasonably expected when a group of people agree to "play D&D". This hence provide the baseline expectations. Deviations from what is written in that book should in general be clarified up front, or else you can be accused of deception.</p><p></p><p>Character creation, combat rules and content with defined interactions with these two subsystems make up the wast majority of every PHB. This is why I consider them key situations.</p><p></p><p>However there also typically are some other minor things like overland travel speeds and the light and duration characteristics of a torch. As at least minor changes to these are unlikely to have drastic effect on play, and their not so prominent place in the PHB, I think most groups will be fine with rule zeroing on these - as long as the changes is not obviously drastically changing the nature of play as advertised.</p><p></p><p>And I think the notion of advertisement is critical here. If someone join a game without knowing more about it than "we are a group playing D&D, come join!" You really do not know much about what they are doing. Hence follow up info like "we play this adventure" or "we do a home brew setting" or " we play in a colaborately created setting" is commonly expected to narrow the expectation. Indeed we have invented special vocabulary to communicating further narrowing of the activity like "pillars of play" balance, degree of character focus or "hexcrawl" vs "pontcrawl" vs "dungeon crawl". And while each of these qualifiers help with setting proper expectations for how the game will be, it is hard to compete with an entire book where an author has put their mind to accuratly trying to describe a style of play trough mechanics..</p></blockquote><p></p>
[QUOTE="Enrahim2, post: 8996778, member: 7039850"] A key observation is that the DMG is only meant to be known by one player, and are also very clearly stated to be guidlines and suggestions rather than rules. It hence serves no role in setting expectations as to what the activity would entail when inviting players to "play D&D". However the players handbook is the one book assumed to be available to everyone, and hence what is written in it is the basis of what can be reasonably expected when a group of people agree to "play D&D". This hence provide the baseline expectations. Deviations from what is written in that book should in general be clarified up front, or else you can be accused of deception. Character creation, combat rules and content with defined interactions with these two subsystems make up the wast majority of every PHB. This is why I consider them key situations. However there also typically are some other minor things like overland travel speeds and the light and duration characteristics of a torch. As at least minor changes to these are unlikely to have drastic effect on play, and their not so prominent place in the PHB, I think most groups will be fine with rule zeroing on these - as long as the changes is not obviously drastically changing the nature of play as advertised. And I think the notion of advertisement is critical here. If someone join a game without knowing more about it than "we are a group playing D&D, come join!" You really do not know much about what they are doing. Hence follow up info like "we play this adventure" or "we do a home brew setting" or " we play in a colaborately created setting" is commonly expected to narrow the expectation. Indeed we have invented special vocabulary to communicating further narrowing of the activity like "pillars of play" balance, degree of character focus or "hexcrawl" vs "pontcrawl" vs "dungeon crawl". And while each of these qualifiers help with setting proper expectations for how the game will be, it is hard to compete with an entire book where an author has put their mind to accuratly trying to describe a style of play trough mechanics.. [/QUOTE]
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