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How much control do DMs need?
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<blockquote data-quote="hawkeyefan" data-source="post: 8996902" data-attributes="member: 6785785"><p>I agree. I think it really depends on which edition you're playing. Some versions of D&D are far more focused than others. 5e is just incredibly amorphous. The idea that it's got a broad scope and other games have a narrow scope isn't really accurate, at least not objectively. It's more that it's got incomplete design which is then completed by groups who want a different experience than the general one of "heroic adventurers". </p><p></p><p>But most other games can also be changed to deliver a different experience. Look how many different GURPs supplements there are. Look at how many Savage Worlds settings there are. Free League's Year Zero engine is used for a variety of games. Powered by the Apocalypse has an absurd number of versions at this point. Forged in the Dark has been used for everything from Blades in the Dark to super heroes to "Dangerous Liaisons" to Star Wars. </p><p></p><p>The way that these games are made to provide a different experience is through rules that promote the themes and genre desired. For 5e, that's largely the role of the DM... hence why so many people seem to think the DM needs such strong control, despite the fact that it's clearly not necessary. </p><p></p><p>Why have rules to promote the desired outcome when the DM can just rule zero it?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8996902, member: 6785785"] I agree. I think it really depends on which edition you're playing. Some versions of D&D are far more focused than others. 5e is just incredibly amorphous. The idea that it's got a broad scope and other games have a narrow scope isn't really accurate, at least not objectively. It's more that it's got incomplete design which is then completed by groups who want a different experience than the general one of "heroic adventurers". But most other games can also be changed to deliver a different experience. Look how many different GURPs supplements there are. Look at how many Savage Worlds settings there are. Free League's Year Zero engine is used for a variety of games. Powered by the Apocalypse has an absurd number of versions at this point. Forged in the Dark has been used for everything from Blades in the Dark to super heroes to "Dangerous Liaisons" to Star Wars. The way that these games are made to provide a different experience is through rules that promote the themes and genre desired. For 5e, that's largely the role of the DM... hence why so many people seem to think the DM needs such strong control, despite the fact that it's clearly not necessary. Why have rules to promote the desired outcome when the DM can just rule zero it? [/QUOTE]
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