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Is the DM the most important person at the table
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<blockquote data-quote="Fanaelialae" data-source="post: 7932904" data-attributes="member: 53980"><p>Clue is not an RPG. Although there are RPGs where the players knowing or contributing to the plot is perfectly legitimate and expected. Of course, not everyone enjoys that style of RPG (for example, I do but many of my players do not).</p><p></p><p>D&D has traditionally taken a different approach from that aforementioned style, hence players will have different expectations by default. Of course, it's fine to play however you want, but if you're changing the default settings it's a good idea to establish that in a session zero. And I can tell you right now that if you tried to sell my group on it, they'd give it a hard pass. Not everyone likes playing that way (and no, it's not that they're lazy or passive players; it's that this style is basically the opposite of what they want from D&D, which boils down to discovering something new and unknown).</p><p></p><p>As I've said before, giving players ownership is a good way to get them invested, as long as it doesn't interfere with their enjoyment of the game. In my experience, however, it doesn't save the GM work. If I come up with an NPC, I can create what I need, quickly and efficiently. If I ask the players to do it, I have to work with what they give me, which results in me having to bodge square pegs into round holes. Certainly, you are free to alter the NPC, but the more you change about the NPC the more likely you are to diminish the player's sense of investment and ownership (which, IMO, is the best reason for doing things this way).</p><p></p><p>How is not wanting to diminish the players' enjoyment of the game (by revealing that it is a frame job in advance) a failure of imagination? Some groups might be fine with knowing the plot of the adventure in advance, and there's nothing wrong with that. However, knowing the plot would completely ruin the experience for other groups with different preferences.</p><p></p><p>Understanding your group and their preferences is part of the GM's role (IMO). Since ruining the experience for your players is rather counter productive, avoiding things that would ruin the game is also part of the GM's role. </p><p></p><p>There's nothing wrong with doing things as you suggest provided that your group enjoys playing that way, but suggesting that others do not play the way you do due to a lack of imagination is absurd.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7932904, member: 53980"] Clue is not an RPG. Although there are RPGs where the players knowing or contributing to the plot is perfectly legitimate and expected. Of course, not everyone enjoys that style of RPG (for example, I do but many of my players do not). D&D has traditionally taken a different approach from that aforementioned style, hence players will have different expectations by default. Of course, it's fine to play however you want, but if you're changing the default settings it's a good idea to establish that in a session zero. And I can tell you right now that if you tried to sell my group on it, they'd give it a hard pass. Not everyone likes playing that way (and no, it's not that they're lazy or passive players; it's that this style is basically the opposite of what they want from D&D, which boils down to discovering something new and unknown). As I've said before, giving players ownership is a good way to get them invested, as long as it doesn't interfere with their enjoyment of the game. In my experience, however, it doesn't save the GM work. If I come up with an NPC, I can create what I need, quickly and efficiently. If I ask the players to do it, I have to work with what they give me, which results in me having to bodge square pegs into round holes. Certainly, you are free to alter the NPC, but the more you change about the NPC the more likely you are to diminish the player's sense of investment and ownership (which, IMO, is the best reason for doing things this way). How is not wanting to diminish the players' enjoyment of the game (by revealing that it is a frame job in advance) a failure of imagination? Some groups might be fine with knowing the plot of the adventure in advance, and there's nothing wrong with that. However, knowing the plot would completely ruin the experience for other groups with different preferences. Understanding your group and their preferences is part of the GM's role (IMO). Since ruining the experience for your players is rather counter productive, avoiding things that would ruin the game is also part of the GM's role. There's nothing wrong with doing things as you suggest provided that your group enjoys playing that way, but suggesting that others do not play the way you do due to a lack of imagination is absurd. [/QUOTE]
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