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General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="JiffyPopTart" data-source="post: 7907523" data-attributes="member: 4881"><p>[JMonayuris, post: 7907407, member: 6859536"]</p><p>Good point. Maybe I am approaching the game from an antiquated style. But your description is what I want out of the game. Maybe that is not what the game is about anymore. It would explain a lot of the confusion here.</p></blockquote><p></p><p><strong><em>Sent from my phone and it messed up the quote markup. If someone sees the error let me know so I can fix it.<strong>*</strong></em></strong></p><p>I wanted to pop in to say that you just became the unicorn! You are that rare person who, on an internet message board, takes a non defensive pause and actually absorbs what the other side is saying. Then you used that newfound (maybe better to say newly understood) knowledge to view something in a totally different light. Kudos sir/madam.</p><p></p><p>I have been playing RPGs since the early 80s. I have played all manner of systems with all manner of themes. I have been playing on a weekly basis for the past 20 years.</p><p></p><p>The last time I played a session of an RPG that could be described as "Here is the dungeon, you guys go explore and I will be the NEUTRAL IMPASSIONED ARBITOR of your actions was probably in the late 80s. This type of game would be better served by you and your buddies playing a videogame and letting the computer be the NEUTRAL IMPASSIONED ARBITOR so that you could play too.</p><p></p><p>I have zero interest in being a NIA. I view my job, as DM, to be the conductor of the symphony of game. I write the music (create the world) and they players play their parts. When the rooms mood is silly, the adventure becomes funnier. The tone is lighter. The NPCs match the mood. On a later session when the rooms mood shifts to serious, the stakes go up. The danger increases. The jokey goblin jester has an edge to him.</p><p></p><p>My job is to keep the game moving, enhance the things the players like and fade back the things the players find boring or frustrating because, as others have stated here, my goal is to have an awesome game, not to be a NIA.</p><p></p><p>And with that goal in mind, I sure as shift am going to move rooms around, swap monsters in and out, add or subtract clues, double a villains HP or any other infinite tweaks I can do behind the screen to make my story riveting and a blast to play through.</p><p>[/QUOTE]</p>
[QUOTE="JiffyPopTart, post: 7907523, member: 4881"] [JMonayuris, post: 7907407, member: 6859536"] Good point. Maybe I am approaching the game from an antiquated style. But your description is what I want out of the game. Maybe that is not what the game is about anymore. It would explain a lot of the confusion here. [/QUOTE] [B][I]Sent from my phone and it messed up the quote markup. If someone sees the error let me know so I can fix it.[B]*[/B][/I][/B] I wanted to pop in to say that you just became the unicorn! You are that rare person who, on an internet message board, takes a non defensive pause and actually absorbs what the other side is saying. Then you used that newfound (maybe better to say newly understood) knowledge to view something in a totally different light. Kudos sir/madam. I have been playing RPGs since the early 80s. I have played all manner of systems with all manner of themes. I have been playing on a weekly basis for the past 20 years. The last time I played a session of an RPG that could be described as "Here is the dungeon, you guys go explore and I will be the NEUTRAL IMPASSIONED ARBITOR of your actions was probably in the late 80s. This type of game would be better served by you and your buddies playing a videogame and letting the computer be the NEUTRAL IMPASSIONED ARBITOR so that you could play too. I have zero interest in being a NIA. I view my job, as DM, to be the conductor of the symphony of game. I write the music (create the world) and they players play their parts. When the rooms mood is silly, the adventure becomes funnier. The tone is lighter. The NPCs match the mood. On a later session when the rooms mood shifts to serious, the stakes go up. The danger increases. The jokey goblin jester has an edge to him. My job is to keep the game moving, enhance the things the players like and fade back the things the players find boring or frustrating because, as others have stated here, my goal is to have an awesome game, not to be a NIA. And with that goal in mind, I sure as shift am going to move rooms around, swap monsters in and out, add or subtract clues, double a villains HP or any other infinite tweaks I can do behind the screen to make my story riveting and a blast to play through. [/QUOTE]
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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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