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How much control do DMs need?
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8997341" data-attributes="member: 7023840"><p>Since I never bothered addressing the original question you asked in the OP, I will do it this way.</p><p></p><p>First, you can always <em>formalize </em>or <em>gamify </em>the issue of player control of the narrative- even though it's underdeveloped, that's what the Plot Points section of the DMG is about.</p><p></p><p>Second, you can determine (through discussion and consent) what areas of the game are appropriate for player authority over the narrative. Almost all D&D games allow for some- even if it's <em>just </em>backgrounds of the PCs. But it's helpful to discuss what areas, if any, might be off-limits for players to narrate or otherwise author the fiction.</p><p></p><p>Third, it's good to pay attention to table dynamics. There is a reason that many players prefer D&D to other games. Put bluntly, these players don't want to have control over the narrative. Make sure that you don't have those players, because they might end up resenting players who are authoring the narrative- in a way, skillful and creative authority wielded by a player can become an extra ability, and if the table isn't "all-in," that can cause issues.</p><p></p><p>Finally, if you really enjoyed the experience, and your table did, I would highly recommend trying a game that was built-up from the bottom to feature this type of collaboration. As I have said before, I love D&D because it does a lot of things, but it doesn't do most of them well. There are a number of other TTRPGs out there that put this front and center! I would try to get the table to do those, even one-shots as breaks from the regular D&D sessions, just to see how the dynamic plays out in a game that was designed to feature that type of collaborative authority over the narrative.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8997341, member: 7023840"] Since I never bothered addressing the original question you asked in the OP, I will do it this way. First, you can always [I]formalize [/I]or [I]gamify [/I]the issue of player control of the narrative- even though it's underdeveloped, that's what the Plot Points section of the DMG is about. Second, you can determine (through discussion and consent) what areas of the game are appropriate for player authority over the narrative. Almost all D&D games allow for some- even if it's [I]just [/I]backgrounds of the PCs. But it's helpful to discuss what areas, if any, might be off-limits for players to narrate or otherwise author the fiction. Third, it's good to pay attention to table dynamics. There is a reason that many players prefer D&D to other games. Put bluntly, these players don't want to have control over the narrative. Make sure that you don't have those players, because they might end up resenting players who are authoring the narrative- in a way, skillful and creative authority wielded by a player can become an extra ability, and if the table isn't "all-in," that can cause issues. Finally, if you really enjoyed the experience, and your table did, I would highly recommend trying a game that was built-up from the bottom to feature this type of collaboration. As I have said before, I love D&D because it does a lot of things, but it doesn't do most of them well. There are a number of other TTRPGs out there that put this front and center! I would try to get the table to do those, even one-shots as breaks from the regular D&D sessions, just to see how the dynamic plays out in a game that was designed to feature that type of collaborative authority over the narrative. [/QUOTE]
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