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How much control do DMs need?
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<blockquote data-quote="Maxperson" data-source="post: 8997230" data-attributes="member: 23751"><p>Yes. The players got it. As I have seen these sorts of games described here, the meta currency that the DM gets is wholly or in large part due to what the players do and/or how they do it. For example if the players decide to pull out some sort of device to greatly help the situation due, the DM might get more of the currency than if the player pulled out a device that helped a little. Another example could be if the player used something to make success much more likely, the DM might get some currency to be able to introduce a complication later. </p><p></p><p>In those kinds of games the players can pick and choose when or even if they are going to push things in a direction that gives the DM more currency to use against them. The players have gained more power than they would have had in a traditional style game.</p><p></p><p>So then what does it mean that if I were to do exactly that, none of my players would feel bamboozled or screwed over by me? What would happen is that they would say, "Something more is going on here than meets the eye. We should investigate further to find out why this barn is protected like this."</p><p></p><p>Reacting as if the DM is bamboozling or screwing you over shows a profound lack of faith in the DM, which just means that either you have the wrong DM or you are playing the wrong kind of game, not that the game itself is bad or poorly designed.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 8997230, member: 23751"] Yes. The players got it. As I have seen these sorts of games described here, the meta currency that the DM gets is wholly or in large part due to what the players do and/or how they do it. For example if the players decide to pull out some sort of device to greatly help the situation due, the DM might get more of the currency than if the player pulled out a device that helped a little. Another example could be if the player used something to make success much more likely, the DM might get some currency to be able to introduce a complication later. In those kinds of games the players can pick and choose when or even if they are going to push things in a direction that gives the DM more currency to use against them. The players have gained more power than they would have had in a traditional style game. So then what does it mean that if I were to do exactly that, none of my players would feel bamboozled or screwed over by me? What would happen is that they would say, "Something more is going on here than meets the eye. We should investigate further to find out why this barn is protected like this." Reacting as if the DM is bamboozling or screwing you over shows a profound lack of faith in the DM, which just means that either you have the wrong DM or you are playing the wrong kind of game, not that the game itself is bad or poorly designed. [/QUOTE]
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