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Is 4th edition getting soft? - edited for friendly content :)
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3835647" data-attributes="member: 710"><p>I think that's a fundamental flaw in understanding the game. The DM is not playing against the PCs. He is on their side. That's why the villains always leave enough clues to stop their kingdom-conquering, princess-kidnapping or world-destroying plans.</p><p></p><p>There is no point in the DM winning by killing or capturing the PCs. He is in a position where he could always create a situation in which the PCs are beaten. (even if he was totally following the rules - rule zero). </p><p></p><p>The DM wins when he is providing a game session that is entertaining to the whole group (including him). He does to (among other things) by providing challenging encounters that the PCs will beat if the players are smart enough. A good DM learns to enjoy the players coming up with great tactics that wreck his NPCs plans (and possibly even his plot), and he can gain further enjoyment by bringing things back on track (even if it is a different one than he had planned for and he just had to create it on the spot). The DM also takes enjoyment from the fact that he first gets to see the players sweating about how they do get out of their awkward situation - and then once more when they find a way to get out and congratulate themselves for their luck and/or cleverness. </p><p></p><p>I think that's one of the things I like most about Roleplaying Games- there are no losers, everybody is on the same side. And still, they have a great time and feel challenged. (It's also why I prefer cooperative multiplayer games or single-player games.)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3835647, member: 710"] I think that's a fundamental flaw in understanding the game. The DM is not playing against the PCs. He is on their side. That's why the villains always leave enough clues to stop their kingdom-conquering, princess-kidnapping or world-destroying plans. There is no point in the DM winning by killing or capturing the PCs. He is in a position where he could always create a situation in which the PCs are beaten. (even if he was totally following the rules - rule zero). The DM wins when he is providing a game session that is entertaining to the whole group (including him). He does to (among other things) by providing challenging encounters that the PCs will beat if the players are smart enough. A good DM learns to enjoy the players coming up with great tactics that wreck his NPCs plans (and possibly even his plot), and he can gain further enjoyment by bringing things back on track (even if it is a different one than he had planned for and he just had to create it on the spot). The DM also takes enjoyment from the fact that he first gets to see the players sweating about how they do get out of their awkward situation - and then once more when they find a way to get out and congratulate themselves for their luck and/or cleverness. I think that's one of the things I like most about Roleplaying Games- there are no losers, everybody is on the same side. And still, they have a great time and feel challenged. (It's also why I prefer cooperative multiplayer games or single-player games.) [/QUOTE]
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