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Moral Quandry Over Possible DM Failures?
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<blockquote data-quote="Trit One-Ear" data-source="post: 6533209" data-attributes="member: 6678017"><p>While I agree that the DM has a lot of flexibility when it comes to what rules to use, I agree that in changing larger core rules/guidelines (such as xp, what the standard combat difficulty is, etc) especially in a new system, warrants some kind of group discussion before hand. It's all about managing (and then subverting) player expectations. For example, if he said he was going to change the XP numbers before this deadly encounter, then a smaller XP reward probably wouldn't have bothered you as much.</p><p></p><p>Something of importance to me, however, that no one else has brought up is playing to the edition/game instead of against it. 5e is one of the most flexible tabletops I've played in regards to play style, which I love. I have in the past, however, played a few one-shot 4E games with a good friend DMing. He cut his teeth on 3rd when he was younger, and playing 4E as if it were 3rd got under my skin. If you feel this is similar, with the DM running 5E against it's core, that's a legitimate feeling.</p><p></p><p>Ultimately for me, if my group gathered with the intent to explore for 5E feels for the first time, I would expect (either as a DM or a player) a certain amount of adherence to the rules… at first. As everyone else says, nothing in the books is sacred, but IMO it takes a little time to try out what you want to keep vs. what you want to change.</p><p></p><p>If you feel comfortable doing so in a non-confrontational way, I would bring up some of your… let's not say concerns, but confusions outside of a game session. If he responds positively, or is open to adjusting the way he runs the game, great. If not, you can decide if you're able/want to adjust your expectations of the game and can try to enjoy his different way of running things.</p><p></p><p>Trit</p></blockquote><p></p>
[QUOTE="Trit One-Ear, post: 6533209, member: 6678017"] While I agree that the DM has a lot of flexibility when it comes to what rules to use, I agree that in changing larger core rules/guidelines (such as xp, what the standard combat difficulty is, etc) especially in a new system, warrants some kind of group discussion before hand. It's all about managing (and then subverting) player expectations. For example, if he said he was going to change the XP numbers before this deadly encounter, then a smaller XP reward probably wouldn't have bothered you as much. Something of importance to me, however, that no one else has brought up is playing to the edition/game instead of against it. 5e is one of the most flexible tabletops I've played in regards to play style, which I love. I have in the past, however, played a few one-shot 4E games with a good friend DMing. He cut his teeth on 3rd when he was younger, and playing 4E as if it were 3rd got under my skin. If you feel this is similar, with the DM running 5E against it's core, that's a legitimate feeling. Ultimately for me, if my group gathered with the intent to explore for 5E feels for the first time, I would expect (either as a DM or a player) a certain amount of adherence to the rules… at first. As everyone else says, nothing in the books is sacred, but IMO it takes a little time to try out what you want to keep vs. what you want to change. If you feel comfortable doing so in a non-confrontational way, I would bring up some of your… let's not say concerns, but confusions outside of a game session. If he responds positively, or is open to adjusting the way he runs the game, great. If not, you can decide if you're able/want to adjust your expectations of the game and can try to enjoy his different way of running things. Trit [/QUOTE]
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