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New One D&D Playtest Includes 5 Classes & New Weapon Mastery System
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<blockquote data-quote="Asisreo" data-source="post: 9007585" data-attributes="member: 7019027"><p>Look, I get what you're saying, I do. The game is communal and it's not very conducive for the DM to act like a ruler. </p><p></p><p>But that's not the point I'm getting at. A DM exists to be an arbiter of the rules and to design and run through an adventure. Without someone to do those things, the game cannot function. </p><p></p><p>And with an open-ended game like D&D, someone has to have a final say in the edge-cases not in the rules and someone has to have made the adventure and structured it in a way that makes sense to them. </p><p></p><p>Those edge-case arbitrations and adventure designs are the DM's job and the players agree and trust that the DM isn't abusing that power for the sake of a fun experience. So if a DM says "you can't rest for 5 days and save the princess" or whatever example you want to think of, the player accept that the reason is because the DM has some mechanism behind the DM screen that would be disrupted if they did that. Maybe time tracking for other events gets wildly thrown off or the game world loses its immersive experience. </p><p></p><p>I'm not trying to say that the DM has inherent power, but that the borrowed power that the DM shares from the group is something that should be handed to the DM without concern or ire. </p><p></p><p>And the point of the whole discussion, which we can hopefully get back on track on, is that when the DM says you can or cannot rest, they're not doing it to bully the players, but because they know more about the adventure than the player and they think that something might break. Maybe it won't, but again, that's trust. Even if they screw up, its fine if they aren't doing it out of malice and try to do better.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 9007585, member: 7019027"] Look, I get what you're saying, I do. The game is communal and it's not very conducive for the DM to act like a ruler. But that's not the point I'm getting at. A DM exists to be an arbiter of the rules and to design and run through an adventure. Without someone to do those things, the game cannot function. And with an open-ended game like D&D, someone has to have a final say in the edge-cases not in the rules and someone has to have made the adventure and structured it in a way that makes sense to them. Those edge-case arbitrations and adventure designs are the DM's job and the players agree and trust that the DM isn't abusing that power for the sake of a fun experience. So if a DM says "you can't rest for 5 days and save the princess" or whatever example you want to think of, the player accept that the reason is because the DM has some mechanism behind the DM screen that would be disrupted if they did that. Maybe time tracking for other events gets wildly thrown off or the game world loses its immersive experience. I'm not trying to say that the DM has inherent power, but that the borrowed power that the DM shares from the group is something that should be handed to the DM without concern or ire. And the point of the whole discussion, which we can hopefully get back on track on, is that when the DM says you can or cannot rest, they're not doing it to bully the players, but because they know more about the adventure than the player and they think that something might break. Maybe it won't, but again, that's trust. Even if they screw up, its fine if they aren't doing it out of malice and try to do better. [/QUOTE]
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