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Improvisation vs "code-breaking" in D&D
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<blockquote data-quote="Celebrim" data-source="post: 6729214" data-attributes="member: 4937"><p>The 1st edition AD&D DMG was published in 1979, about 5-6 years before H&W would be introduced to the hobby, but apparently some time after the hobby had been ruined by the notion that the DM was something more than just a referee and the game generally ruined by the fact that it was no longer an exalted grand game of Mastermind or Fairy Chess.</p><p></p><p>When describing how a novice DM was to set a campaign in motion on page 87, that clueless noob E. Gary Gygax had the temerity to describe the game thusly:</p><p></p><p></p><p></p><p>But although this information is hidden away on page 87, there is an even more startling suggestion made on page 9 in the introduction as practically one of the first things that is said. </p><p></p><p>And that suggestion is simply this - the DM should suspend the rules of the game if they are getting too much in the way of the player's well conceived goals. In other words, not only is the DM told that he may put his finger on the scales with partially, but actually that he should, and not only that but he should be doing so in the service of creating a particular narrative. Read this little bit of 'blasphemy':</p><p></p><p></p><p></p><p>What's this! The players are in danger of not reaching your newly created interesting sublevel of some dungeon somewhere that you labored over? The players' plans for the evening might be frustrated? Just fudge the dice says the writer! Suspend the rules. Don't just allow the players to fail because the dice say so; act partially toward the players and don't even mention that nasty that would have depleted their resources. </p><p></p><p>Who does this guy think he is, and just what would he know about RPGs?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6729214, member: 4937"] The 1st edition AD&D DMG was published in 1979, about 5-6 years before H&W would be introduced to the hobby, but apparently some time after the hobby had been ruined by the notion that the DM was something more than just a referee and the game generally ruined by the fact that it was no longer an exalted grand game of Mastermind or Fairy Chess. When describing how a novice DM was to set a campaign in motion on page 87, that clueless noob E. Gary Gygax had the temerity to describe the game thusly: But although this information is hidden away on page 87, there is an even more startling suggestion made on page 9 in the introduction as practically one of the first things that is said. And that suggestion is simply this - the DM should suspend the rules of the game if they are getting too much in the way of the player's well conceived goals. In other words, not only is the DM told that he may put his finger on the scales with partially, but actually that he should, and not only that but he should be doing so in the service of creating a particular narrative. Read this little bit of 'blasphemy': What's this! The players are in danger of not reaching your newly created interesting sublevel of some dungeon somewhere that you labored over? The players' plans for the evening might be frustrated? Just fudge the dice says the writer! Suspend the rules. Don't just allow the players to fail because the dice say so; act partially toward the players and don't even mention that nasty that would have depleted their resources. Who does this guy think he is, and just what would he know about RPGs? [/QUOTE]
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