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If Your Builds Not Online By Level 6 Dont Bother?
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<blockquote data-quote="jgsugden" data-source="post: 9652821" data-attributes="member: 2629"><p>That is fine to an extent, but <em>you</em> control the inputs to that logic (for the most part). You're setting up what is logical. You'r4e determining whether it makes sense for the murderer to know how Speak with Dead works. </p><p></p><p>The best DMs are masters of stepping out of their shoes and into the player shoes. They don't think of players running through the DM's game, they think of the group playing together. They understand their role is not oppositional to the PCs, but supportive of the PC players. They don't think in terms of making sure every fight is a challenge, but instead how every challenge can be enjoyable - which does not mean every fight needs to be a close call. And, importantly, they want the players to feel like the choices they made are awesome. Whenever a player says, "I don't know why I chose XXXX", there was a missed opportunity. </p><p></p><p>The PCs are the heroes of the story. You can tell a gritty story where the heroes are always out of luck losers ... that get beat up but keep trying because there is nothing else to do ... that belong in Sin City ... that can't even get their dang spells to work ... but I promise you that it gets old - fast - and that players will have more fun when they get a chance to have their powers work. It is like the cliche years of comic stories where every little robber managed to get their hands on Kryptonite because they needed it to be a threat to Superman. They made Superman feel less ... super. He was not the man of steel, he was the man of Kryptonite weakness. In the same way, if you negate the powers of the PCs too much ... you stop them from being the heroes with those abilities and make them into the characters that can't do anything right. </p><p></p><p>At the core, it is a mentality and approach issue ... and arguing with what I am saying inherently signals that there is room to explore my suggestions more.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9652821, member: 2629"] That is fine to an extent, but [I]you[/I] control the inputs to that logic (for the most part). You're setting up what is logical. You'r4e determining whether it makes sense for the murderer to know how Speak with Dead works. The best DMs are masters of stepping out of their shoes and into the player shoes. They don't think of players running through the DM's game, they think of the group playing together. They understand their role is not oppositional to the PCs, but supportive of the PC players. They don't think in terms of making sure every fight is a challenge, but instead how every challenge can be enjoyable - which does not mean every fight needs to be a close call. And, importantly, they want the players to feel like the choices they made are awesome. Whenever a player says, "I don't know why I chose XXXX", there was a missed opportunity. The PCs are the heroes of the story. You can tell a gritty story where the heroes are always out of luck losers ... that get beat up but keep trying because there is nothing else to do ... that belong in Sin City ... that can't even get their dang spells to work ... but I promise you that it gets old - fast - and that players will have more fun when they get a chance to have their powers work. It is like the cliche years of comic stories where every little robber managed to get their hands on Kryptonite because they needed it to be a threat to Superman. They made Superman feel less ... super. He was not the man of steel, he was the man of Kryptonite weakness. In the same way, if you negate the powers of the PCs too much ... you stop them from being the heroes with those abilities and make them into the characters that can't do anything right. At the core, it is a mentality and approach issue ... and arguing with what I am saying inherently signals that there is room to explore my suggestions more. [/QUOTE]
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