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How much control do DMs need?
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<blockquote data-quote="hawkeyefan" data-source="post: 8998303" data-attributes="member: 6785785"><p>But not in the other individual members? This seems so odd to me. </p><p></p><p></p><p></p><p>Well, that's likely because of the way the game plays. D&D isn't strongly suited for split parties. But there are many other games that work just fine that way. I had a campaign where there were three players, and for three sessions in a row, they were all separated and off doing their own thing, and then finally got back together at the end of the third session. </p><p></p><p>It worked just fine for that game. With D&D, it would have been a struggle. </p><p></p><p></p><p></p><p>So you can just not design all that over weeks or months. Again, that's your preference, but we're talking about what's necessary. You don't need to craft an entire world all at once before play begins. By "you" here, I mean the general you. </p><p></p><p></p><p></p><p>That sounds limiting. Why not change it up a bit from time to time? </p><p></p><p></p><p></p><p>Why not? What is lost if you let the player of the dwarf... who likely has the strongest interest in what dwarves are like... decide things about dwarves? </p><p></p><p></p><p></p><p></p><p></p><p>Yeah, I think we see this all the time in discussions... it's a big part of the whole murder-hobo phenomenon. Solitary wanderers with no roots or connections to the world. A big part of this is the fact that as soon as there is some history or family included, DMs use it as a club to punish the player for it. </p><p></p><p>I want characters who exist in the world and who therefore are a part of it... with family and friends and enemies and so on. These things should be advantageous as often as disadvantageous... it should just be grist for the mill of play. If it's all negative, then players get conditioned to not want any of it. </p><p></p><p></p><p></p><p>I don't think it's an allergy to prep so much as a question of what work the prep does. How that prep shapes play and either enables players and GMs or limits them. </p><p></p><p></p><p></p><p>No, they don't need to give you anything more than what they have. In the case of the pregens, it seems like those elements aren't going to immediately impact the scenario that's being offered for play. A quick summary of a far-off place is all that's needed. If some details come up... if a player decides to introduce a custom from his homeland to try and impress the locals... awesome, go for it! In this case the loose background detail inspires the player during play rather than limiting them during play.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8998303, member: 6785785"] But not in the other individual members? This seems so odd to me. Well, that's likely because of the way the game plays. D&D isn't strongly suited for split parties. But there are many other games that work just fine that way. I had a campaign where there were three players, and for three sessions in a row, they were all separated and off doing their own thing, and then finally got back together at the end of the third session. It worked just fine for that game. With D&D, it would have been a struggle. So you can just not design all that over weeks or months. Again, that's your preference, but we're talking about what's necessary. You don't need to craft an entire world all at once before play begins. By "you" here, I mean the general you. That sounds limiting. Why not change it up a bit from time to time? Why not? What is lost if you let the player of the dwarf... who likely has the strongest interest in what dwarves are like... decide things about dwarves? Yeah, I think we see this all the time in discussions... it's a big part of the whole murder-hobo phenomenon. Solitary wanderers with no roots or connections to the world. A big part of this is the fact that as soon as there is some history or family included, DMs use it as a club to punish the player for it. I want characters who exist in the world and who therefore are a part of it... with family and friends and enemies and so on. These things should be advantageous as often as disadvantageous... it should just be grist for the mill of play. If it's all negative, then players get conditioned to not want any of it. I don't think it's an allergy to prep so much as a question of what work the prep does. How that prep shapes play and either enables players and GMs or limits them. No, they don't need to give you anything more than what they have. In the case of the pregens, it seems like those elements aren't going to immediately impact the scenario that's being offered for play. A quick summary of a far-off place is all that's needed. If some details come up... if a player decides to introduce a custom from his homeland to try and impress the locals... awesome, go for it! In this case the loose background detail inspires the player during play rather than limiting them during play. [/QUOTE]
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