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(Poll, please read 1st post) What does the DM have the right to restrict?
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<blockquote data-quote="RFisher" data-source="post: 3610150" data-attributes="member: 3608"><p>Well, I generally know that the DM is doing his best to make an interesting campaign. He may succeed, or he may fail, but I know he's trying. My interest in seeing what he's come up with & trying to help him realize it tends to outweigh any concerns I would have about what he allows or denies. Indeed, I'm willing to give his choices the benefit of the doubt because--whether he succeeds or not--I know he has some ideas that he cared enough about to volunteer to DM.</p><p></p><p>The incidences of this not being the case are few & far enough between.</p><p></p><p>On the mention of forgesque games: I'm actually pretty attracted as a GM to games that take more "narrative control" away from the GM & give it to the players, as I think that touches on one of my weaknesses as a GM.</p><p></p><p></p><p></p><p>What if he tells you up front that he reserves the right to change things later?</p><p></p><p>Sometimes you want try an experiment, & you need to admit when it failed & fix it.</p><p></p><p></p><p></p><p>Hmm. Thinking about this... Most of the times that a player provides an idea that contributes to the tone of the game, it doesn't come out of a rule book. (& especially not the rules portion of a rule book.) Most of the times that a player provides an idea that clashes with the tone of the game, it's more crunchy than fluffy. Not always, but I think that's been the trend in my experience.</p><p></p><p>But I also know what it's like to have a "fad" as a player & never get to realize it. In my current group--at least--I think we do a halfway decent job of listening for such things & try to DM something that fit something a player has been wanting to try.</p><p></p><p></p><p></p><p>As much as I'd like to try that, I think it would drive me absolutely batty before long.</p></blockquote><p></p>
[QUOTE="RFisher, post: 3610150, member: 3608"] Well, I generally know that the DM is doing his best to make an interesting campaign. He may succeed, or he may fail, but I know he's trying. My interest in seeing what he's come up with & trying to help him realize it tends to outweigh any concerns I would have about what he allows or denies. Indeed, I'm willing to give his choices the benefit of the doubt because--whether he succeeds or not--I know he has some ideas that he cared enough about to volunteer to DM. The incidences of this not being the case are few & far enough between. On the mention of forgesque games: I'm actually pretty attracted as a GM to games that take more "narrative control" away from the GM & give it to the players, as I think that touches on one of my weaknesses as a GM. What if he tells you up front that he reserves the right to change things later? Sometimes you want try an experiment, & you need to admit when it failed & fix it. Hmm. Thinking about this... Most of the times that a player provides an idea that contributes to the tone of the game, it doesn't come out of a rule book. (& especially not the rules portion of a rule book.) Most of the times that a player provides an idea that clashes with the tone of the game, it's more crunchy than fluffy. Not always, but I think that's been the trend in my experience. But I also know what it's like to have a "fad" as a player & never get to realize it. In my current group--at least--I think we do a halfway decent job of listening for such things & try to DM something that fit something a player has been wanting to try. As much as I'd like to try that, I think it would drive me absolutely batty before long. [/QUOTE]
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(Poll, please read 1st post) What does the DM have the right to restrict?
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