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How much control do DMs need?
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<blockquote data-quote="AnotherGuy" data-source="post: 9000388" data-attributes="member: 7029930"><p>1. A player had his cleric suffer a crisis of faith, now believing that he is not one of his Deities chosen because of some in-game abilities that did not have the assumed effect. This was interpreted that he was not as close, important to his Deity or that he had disappointed or angered him in some way. Nevertheless he wanted to remain a servant of said deity but in a reduced capacity. When he went up a level and through some communing and some minor roleplaying scenes I used <strong>Rule 0</strong> to enact the players wishes.</p><p>I transformed his 13 levels of cleric to 13 levels of Paladin. He wanted to rely less on his deity's mercy and more on himself to get the job done. He assumed he wasn't worthy to wield Kelemvor's direct might.</p><p></p><p>2. I changed the workings of Banishment to banish its victims to their heart's desires. Using <strong>Rule 0.</strong> Thus I placed 3 scenes before them that included items/places/people that were important to their characters. The players chose which was most important for their characters and that is where they were banished to. Allowing each of them to pursue character goals.</p><p></p><p>3. Our sorcerer at the table had struck a power pact with a devil some time ago. The newly forged Paladin (1 above) used Divine Sense in a scene and I using <strong>Rule 0</strong> to rule that the sorcerer exhibited a fiendish taint which was inadvertently noticed by the Paladin. This led to 1-2 hours of intense and impressive roleplaying scenes between the PCs which revelation threatens to tear the party apart, significantly hamper their current mission and possibly irrevocably destroy relationships with NPCs and organisations. To the point where drastic character measures are being decided based on the future actions of the Paladin.</p><p></p><p>All the above occurred yesterday in our roleplaying session thanks to level of flexibility afforded to me by Rule 0.</p><p>As I understand it, in more structured games such as DW or AW I am beholden to the die to create hard moves. And that's fine.</p><p>I don't want to be that restricted, I love the freedom Rule 0 provides me. And based on the reactions of my players, so do they.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9000388, member: 7029930"] 1. A player had his cleric suffer a crisis of faith, now believing that he is not one of his Deities chosen because of some in-game abilities that did not have the assumed effect. This was interpreted that he was not as close, important to his Deity or that he had disappointed or angered him in some way. Nevertheless he wanted to remain a servant of said deity but in a reduced capacity. When he went up a level and through some communing and some minor roleplaying scenes I used [B]Rule 0[/B] to enact the players wishes. I transformed his 13 levels of cleric to 13 levels of Paladin. He wanted to rely less on his deity's mercy and more on himself to get the job done. He assumed he wasn't worthy to wield Kelemvor's direct might. 2. I changed the workings of Banishment to banish its victims to their heart's desires. Using [B]Rule 0.[/B] Thus I placed 3 scenes before them that included items/places/people that were important to their characters. The players chose which was most important for their characters and that is where they were banished to. Allowing each of them to pursue character goals. 3. Our sorcerer at the table had struck a power pact with a devil some time ago. The newly forged Paladin (1 above) used Divine Sense in a scene and I using [B]Rule 0[/B] to rule that the sorcerer exhibited a fiendish taint which was inadvertently noticed by the Paladin. This led to 1-2 hours of intense and impressive roleplaying scenes between the PCs which revelation threatens to tear the party apart, significantly hamper their current mission and possibly irrevocably destroy relationships with NPCs and organisations. To the point where drastic character measures are being decided based on the future actions of the Paladin. All the above occurred yesterday in our roleplaying session thanks to level of flexibility afforded to me by Rule 0. As I understand it, in more structured games such as DW or AW I am beholden to the die to create hard moves. And that's fine. I don't want to be that restricted, I love the freedom Rule 0 provides me. And based on the reactions of my players, so do they. [/QUOTE]
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