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<blockquote data-quote="maceochaid" data-source="post: 8203821" data-attributes="member: 6789608"><p>Haha, yeah . . . I mean this is like the advice that you see everywhere on every message board over and over. I’m pretty sure it’s in the DMs Guide somewhere but I couldn’t find it just now. It is the kind of advice that I’ve been very frustrated with in the official WotC books. Like the Parleying “rules” in Tasha’s Cauldron, that as someone who has been playing DnD for a little under 30 years, I feel like is talking down to me. I would say that this generic advice is more for beginner DMs rather than “level up” DMs. But telling a Dm new or experienced “just do what’s fun!” Doesn’t seem to really actually help either, because I would argue it is actually really complicated to figure out what would be “most fun.” Let’s take this case, a player saying “I cast Gust of Wind at the Tornado to blow it away.” Is it more fun if I just say yes: “it blows away the tornado there is no threat.” I’ve found that even if the Player thinks it’s fun in that moment, after awhile it’s going to get boring, and the fighter who didn’t take any spells is going to feel REALLY worthless if every challenge in an exploration session the wizard can avoid with a single spell. So my other simple option is to say “that spell doesn’t work you waste a spell slot, only Control Weather works according to the spell description,” isn’t fun either. </p><p></p><p>So the DM knows that the most fun thing will be to reward the wizard for casting the spell, without such a low level spell just canceling the challenge altogether. But this is where it gets complicated, how to properly balance this. This is merely where I, in my very humble opinion, would find value in paying for rules written by a team of game designers to help me out and give me guidance on a balanced way to reward my player’s creative thinking so I can focus on telling stories, amusing players, and improving with my friends. So it would be interesting to me for Level Up to help me improv quick on my feet, provide good ideas for rewarding creative player thinking, while still creating a sense of dangerous world or risk and reward.</p><p></p><p>I think I misunderstood this as a preview material for feedback, and you have been always very good at being communicative. I am sure you probably have a document outlining the things feedback should stick to and “what customers would like” is not in it. I’m just good on fluff, telling stories, figuring out monsters motivations, and actually very very good at making my players have a good time (they come back to my table after all!). I rarely purchase products that seem to just be a collection of ideas, or overly simplistic advice like “just do what’s fun.” Maybe I’m just more of a leveled up DM than I give myself credit for! Thanks Morrus for all the great work.</p></blockquote><p></p>
[QUOTE="maceochaid, post: 8203821, member: 6789608"] Haha, yeah . . . I mean this is like the advice that you see everywhere on every message board over and over. I’m pretty sure it’s in the DMs Guide somewhere but I couldn’t find it just now. It is the kind of advice that I’ve been very frustrated with in the official WotC books. Like the Parleying “rules” in Tasha’s Cauldron, that as someone who has been playing DnD for a little under 30 years, I feel like is talking down to me. I would say that this generic advice is more for beginner DMs rather than “level up” DMs. But telling a Dm new or experienced “just do what’s fun!” Doesn’t seem to really actually help either, because I would argue it is actually really complicated to figure out what would be “most fun.” Let’s take this case, a player saying “I cast Gust of Wind at the Tornado to blow it away.” Is it more fun if I just say yes: “it blows away the tornado there is no threat.” I’ve found that even if the Player thinks it’s fun in that moment, after awhile it’s going to get boring, and the fighter who didn’t take any spells is going to feel REALLY worthless if every challenge in an exploration session the wizard can avoid with a single spell. So my other simple option is to say “that spell doesn’t work you waste a spell slot, only Control Weather works according to the spell description,” isn’t fun either. So the DM knows that the most fun thing will be to reward the wizard for casting the spell, without such a low level spell just canceling the challenge altogether. But this is where it gets complicated, how to properly balance this. This is merely where I, in my very humble opinion, would find value in paying for rules written by a team of game designers to help me out and give me guidance on a balanced way to reward my player’s creative thinking so I can focus on telling stories, amusing players, and improving with my friends. So it would be interesting to me for Level Up to help me improv quick on my feet, provide good ideas for rewarding creative player thinking, while still creating a sense of dangerous world or risk and reward. I think I misunderstood this as a preview material for feedback, and you have been always very good at being communicative. I am sure you probably have a document outlining the things feedback should stick to and “what customers would like” is not in it. I’m just good on fluff, telling stories, figuring out monsters motivations, and actually very very good at making my players have a good time (they come back to my table after all!). I rarely purchase products that seem to just be a collection of ideas, or overly simplistic advice like “just do what’s fun.” Maybe I’m just more of a leveled up DM than I give myself credit for! Thanks Morrus for all the great work. [/QUOTE]
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