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<blockquote data-quote="TheMan" data-source="post: 67106" data-attributes="member: 3101"><p>It is an overwhelming commonality on these boards to see what I like to call the "DM tyranny." This is that attitude where the DM simply says "this is the way it is going to be so if you don't like it too bad." I feel that this takes away from the true flexibilty and creativeness that role playing games inspire.</p><p></p><p>I do agree that the DM has the final say in any argument arising out of their campaign. I also feel that the true distinction of an excellent DM is the ability to tailor the game to the players and their wants and needs. Granted, you can still have fun and be challenged with pre-made characters, trying to best role play the pre-established background and traits of the character you were handed, but tell me how many of you have ever had an idea for a character (however bizarre) that you wanted to take through a career of adventuring? So does everyone else. I sucks to be 'forced' to play something you don't want to play. So what am I eluding to?</p><p></p><p>The best campaigns I have been in are the ones that challenge every single player regardless of their experience, character skill, or desired personality (and alignment) while at the same time encouraging role playing. I try my hardest to tailor my campaign to the players and the characters they play. What I see on these boards a lot is a DM who has an idea that they want to see to fruition, which consequently requires certain character types. Now tell me, is this for the DM's benefit or the players? l</p><p></p><p>My ranting does lead to a conclusion. What I feel the DM's should do is provide a campaign that can easily adjust to the desires of the players. This is not easy (which is why, in my opinion) many DM's avoid this. I, as a DM, have a good time when I can challenge every single player and get them "into" the game. Sharing the excitement and desire of the players should be the true goal of the DM. This is regardless of what types of characters the players decide to make.</p><p></p><p>To quickly address those individuals who posted that the DM should be firm and said "my way or the highway" - that's fine, but that isn't easy when its difficult to find other gamers, and even more difficult when those other players are long time friends (including girlfriends and spouses for some of you). So what do you suggest for that scenario?</p><p></p><p>As an add on it seems that the difficulty in dealing with players that want to play evil (or selfish nuetral) characters comes from immature, and mostly younger players. True?</p></blockquote><p></p>
[QUOTE="TheMan, post: 67106, member: 3101"] It is an overwhelming commonality on these boards to see what I like to call the "DM tyranny." This is that attitude where the DM simply says "this is the way it is going to be so if you don't like it too bad." I feel that this takes away from the true flexibilty and creativeness that role playing games inspire. I do agree that the DM has the final say in any argument arising out of their campaign. I also feel that the true distinction of an excellent DM is the ability to tailor the game to the players and their wants and needs. Granted, you can still have fun and be challenged with pre-made characters, trying to best role play the pre-established background and traits of the character you were handed, but tell me how many of you have ever had an idea for a character (however bizarre) that you wanted to take through a career of adventuring? So does everyone else. I sucks to be 'forced' to play something you don't want to play. So what am I eluding to? The best campaigns I have been in are the ones that challenge every single player regardless of their experience, character skill, or desired personality (and alignment) while at the same time encouraging role playing. I try my hardest to tailor my campaign to the players and the characters they play. What I see on these boards a lot is a DM who has an idea that they want to see to fruition, which consequently requires certain character types. Now tell me, is this for the DM's benefit or the players? l My ranting does lead to a conclusion. What I feel the DM's should do is provide a campaign that can easily adjust to the desires of the players. This is not easy (which is why, in my opinion) many DM's avoid this. I, as a DM, have a good time when I can challenge every single player and get them "into" the game. Sharing the excitement and desire of the players should be the true goal of the DM. This is regardless of what types of characters the players decide to make. To quickly address those individuals who posted that the DM should be firm and said "my way or the highway" - that's fine, but that isn't easy when its difficult to find other gamers, and even more difficult when those other players are long time friends (including girlfriends and spouses for some of you). So what do you suggest for that scenario? As an add on it seems that the difficulty in dealing with players that want to play evil (or selfish nuetral) characters comes from immature, and mostly younger players. True? [/QUOTE]
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