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How much control do DMs need?
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<blockquote data-quote="jurrubin" data-source="post: 8999843" data-attributes="member: 6998959"><p>"Traditionally, the Dungeon Master assumes god-like powers in a game of D&D. They are the omniscient narrator with power over everything but character choices."</p><p></p><p>Speaking as someone who has been DMing D&D since 1978..wrong. The DM does NOT have "power over everything"; the DM has control only over the creation of the foundation of an adventure. The DM is similar to the host of a party offering a period of entertainment to other people who can respond in such a way as to make that time period entertaining for the DM.</p><p></p><p>"They build and tell the story..."</p><p>Again, wrong. The <em>players</em> build and tell the story. The DM builds the story <strong>foundation</strong> which then provides an environment for the actions of the characters of the story.</p><p></p><p>"They even have the power to set aside rules and rolls, at their discretion..."</p><p>Once more, wrong. The DM, as <em>game referee</em>, is obligated to inform the players when the DM wishes to alter the published rules the players are using. Only if the players agree to the proposed changes can the DM set aside rules and rolls. Or the players will just set the DM aside.</p><p></p><p>People who DM as if they have god-like powers are simply playing the game incorrectly and, frankly, selfishly. As you've found out, <em>not</em> being a narcissistic dictator but allowing players to contribute meaningfully in major ways to a campaign greatly increases the DM's enjoyment of the game as well as that of the players. One of my best campaigns occurred when I told the players I had build a calendar of events for my world which would automatically occur unless the characters influence them otherwise, and that their characters could literally do anything they wanted to in the world as long as the players understood their characters' actions would always have consequences, just like in real life. Then I ran my NPCs as if they were my PCs with each having a general list of personal ethics that would help me guide their behavior. If things go badly for an NPC, that's just too bad for the NPC <em>even if it would dramatically change the campaign</em>. Very soon, the campaign world took on a life of its own, not just for the players but for me too.</p><p></p><p>It was amazing! This is how I run all my campaigns and one-shots.</p></blockquote><p></p>
[QUOTE="jurrubin, post: 8999843, member: 6998959"] "Traditionally, the Dungeon Master assumes god-like powers in a game of D&D. They are the omniscient narrator with power over everything but character choices." Speaking as someone who has been DMing D&D since 1978..wrong. The DM does NOT have "power over everything"; the DM has control only over the creation of the foundation of an adventure. The DM is similar to the host of a party offering a period of entertainment to other people who can respond in such a way as to make that time period entertaining for the DM. "They build and tell the story..." Again, wrong. The [I]players[/I] build and tell the story. The DM builds the story [B]foundation[/B] which then provides an environment for the actions of the characters of the story. "They even have the power to set aside rules and rolls, at their discretion..." Once more, wrong. The DM, as [I]game referee[/I], is obligated to inform the players when the DM wishes to alter the published rules the players are using. Only if the players agree to the proposed changes can the DM set aside rules and rolls. Or the players will just set the DM aside. People who DM as if they have god-like powers are simply playing the game incorrectly and, frankly, selfishly. As you've found out, [I]not[/I] being a narcissistic dictator but allowing players to contribute meaningfully in major ways to a campaign greatly increases the DM's enjoyment of the game as well as that of the players. One of my best campaigns occurred when I told the players I had build a calendar of events for my world which would automatically occur unless the characters influence them otherwise, and that their characters could literally do anything they wanted to in the world as long as the players understood their characters' actions would always have consequences, just like in real life. Then I ran my NPCs as if they were my PCs with each having a general list of personal ethics that would help me guide their behavior. If things go badly for an NPC, that's just too bad for the NPC [I]even if it would dramatically change the campaign[/I]. Very soon, the campaign world took on a life of its own, not just for the players but for me too. It was amazing! This is how I run all my campaigns and one-shots. [/QUOTE]
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