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Is the DM the most important person at the table
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<blockquote data-quote="hawkeyefan" data-source="post: 7930099" data-attributes="member: 6785785"><p>Well there's something to be said about necessity. Some kids learn to swim by falling in the pool.</p><p></p><p></p><p></p><p>Do you not typically know who's gonna play? I know that's common with public play and with online games, but I always got the impression from your posts that you have a dedicated group. Is that not the case?</p><p></p><p>As for weeks or months....I don't think I'd agree you <em>need</em> that much time. You might prefer it, sure, but I can't see how it's needed.</p><p></p><p></p><p></p><p>That can be an obstacle, I suppose. I always found that killing a first or second level character didn't pack that much of a punch since the player isn't as invested in them as they are after a couple more levels, at least. </p><p></p><p>However, we had a campaign we played where this was not an issue because we collectively created a roster of NPCs and possible PCs to populate the setting. We had 4 players, and once they selected their PCs, the others became additional NPCs and/or cohorts that helped the party a bit as needed. If a character died, there were still several replacements already at hand, and they had an actual place in the ongoing story already. It worked out really well.</p><p></p><p></p><p></p><p>That's more a case of annoying behavior than anything else, and can hopefully be curbed right at the start with something like "this is not THE Marvel Universe, this is OUR Marvel Universe" and then just periodically reminding everyone of that as you play.</p><p></p><p></p><p></p><p>Again, I don't see this as a need so much as a preference. </p><p></p><p>Yes, having a pantheon gives players some options up front. But, not having it done up front may allow the player to add to the world by crafting their own deity for their cleric PC. This goes to both the point about allowing the players to craft world elements to make the more invested in play, and also on reducing some of the workload of the GM. </p><p></p><p>Yeah, a lot of these things have traditionally all been decided ahead of play. That's how most of us learned.....we looked at a list in the book, and we picked something that sounded cool, or that fit our character. </p><p></p><p>But that's not how it must be done.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7930099, member: 6785785"] Well there's something to be said about necessity. Some kids learn to swim by falling in the pool. Do you not typically know who's gonna play? I know that's common with public play and with online games, but I always got the impression from your posts that you have a dedicated group. Is that not the case? As for weeks or months....I don't think I'd agree you [I]need[/I] that much time. You might prefer it, sure, but I can't see how it's needed. That can be an obstacle, I suppose. I always found that killing a first or second level character didn't pack that much of a punch since the player isn't as invested in them as they are after a couple more levels, at least. However, we had a campaign we played where this was not an issue because we collectively created a roster of NPCs and possible PCs to populate the setting. We had 4 players, and once they selected their PCs, the others became additional NPCs and/or cohorts that helped the party a bit as needed. If a character died, there were still several replacements already at hand, and they had an actual place in the ongoing story already. It worked out really well. That's more a case of annoying behavior than anything else, and can hopefully be curbed right at the start with something like "this is not THE Marvel Universe, this is OUR Marvel Universe" and then just periodically reminding everyone of that as you play. Again, I don't see this as a need so much as a preference. Yes, having a pantheon gives players some options up front. But, not having it done up front may allow the player to add to the world by crafting their own deity for their cleric PC. This goes to both the point about allowing the players to craft world elements to make the more invested in play, and also on reducing some of the workload of the GM. Yeah, a lot of these things have traditionally all been decided ahead of play. That's how most of us learned.....we looked at a list in the book, and we picked something that sounded cool, or that fit our character. But that's not how it must be done. [/QUOTE]
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