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<blockquote data-quote="merc" data-source="post: 97453" data-attributes="member: 3495"><p>What makes it the DM's responsibility that the players don't make inappropriate decisions in character creation? In my experience, the DM creates a place for the players to play in, and it's a <em>privilege</em> to be able to play in the game. After all, the DM puts in <em>tons</em> of work to get a great game going. The DM plans where things live and what they are doing, and relates that information in the game. If a party chooses (or happens) to meet something they’re not completely and utterly prepared for, they have to deal with it the best they can. It makes games a whole lot more fun for me (a player) and the DM (who creates interesting stories that the players get involved in because they want to, not because they’re tailor-made for them).</p><p></p><p></p><p>Not necessarily… It just means that it’s a game where the players (and characters) have to be smart about things. A group of all fighters should think about what they need to do if they need to be healed - get potions, learn the heal skill, or just hole up and heal naturally. A group of all spell casters should have a plan incase they come across a band of armed fighters. Pretend that your characters need to have survived the DM’s world before the adventure. The DM should tell you about the world (after all, your future characters will have most likely lived there for most of their lives) but what's the fun in knowing all the chalenges?</p><p></p><p>A non-traditional party can make things interesting, but they have to be prepared to face adventures in a world where there is the potential for magic and battles that they might not make it through.</p></blockquote><p></p>
[QUOTE="merc, post: 97453, member: 3495"] What makes it the DM's responsibility that the players don't make inappropriate decisions in character creation? In my experience, the DM creates a place for the players to play in, and it's a [i]privilege[/i] to be able to play in the game. After all, the DM puts in [i]tons[/i] of work to get a great game going. The DM plans where things live and what they are doing, and relates that information in the game. If a party chooses (or happens) to meet something they’re not completely and utterly prepared for, they have to deal with it the best they can. It makes games a whole lot more fun for me (a player) and the DM (who creates interesting stories that the players get involved in because they want to, not because they’re tailor-made for them). Not necessarily… It just means that it’s a game where the players (and characters) have to be smart about things. A group of all fighters should think about what they need to do if they need to be healed - get potions, learn the heal skill, or just hole up and heal naturally. A group of all spell casters should have a plan incase they come across a band of armed fighters. Pretend that your characters need to have survived the DM’s world before the adventure. The DM should tell you about the world (after all, your future characters will have most likely lived there for most of their lives) but what's the fun in knowing all the chalenges? A non-traditional party can make things interesting, but they have to be prepared to face adventures in a world where there is the potential for magic and battles that they might not make it through. [/QUOTE]
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