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How much control do DMs need?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9001051" data-attributes="member: 82106"><p>You know what? If more people understood that compromise means you are trading your narrow idea of what YOU want in order to create a wider vision of what everyone wants together, a thing which has its own intrinsic worth, then the world would be a thousand times better place than it is today. People dig into their positions and refuse to give an inch because they fail to see the other people they are dealing with as equals and fellow players. Given the subject matter, RPGS, I will venture to state that compromise is ALWAYS possible, and basically ALWAYS better than deadlock. In the real world I can see where sometimes a conflict is so basic that each side's position is existential, but not when we are discussing games. You can meet the other guy halfway, and if you consider compromises as nothing but 'secondary consolation prizes' you're already setting up the conditions for failure.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9001051, member: 82106"] You know what? If more people understood that compromise means you are trading your narrow idea of what YOU want in order to create a wider vision of what everyone wants together, a thing which has its own intrinsic worth, then the world would be a thousand times better place than it is today. People dig into their positions and refuse to give an inch because they fail to see the other people they are dealing with as equals and fellow players. Given the subject matter, RPGS, I will venture to state that compromise is ALWAYS possible, and basically ALWAYS better than deadlock. In the real world I can see where sometimes a conflict is so basic that each side's position is existential, but not when we are discussing games. You can meet the other guy halfway, and if you consider compromises as nothing but 'secondary consolation prizes' you're already setting up the conditions for failure. [/QUOTE]
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