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Rant -- GM Control, Taking it Too Far?
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<blockquote data-quote="Hussar" data-source="post: 4647361" data-attributes="member: 22779"><p>LOL. Well, let's keep the gloves on then. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Look, I'm not trying to push buttons here. I really do believe what I'm saying. I see this sort of thing as really abusing the position of DM.</p><p></p><p>Where does it stop? One thing gamers can almost universally agree on is that railroading is bad. Yes, there are occasions when it might not be bad, but, by and large, we can usually agree on that.</p><p></p><p>But, isn't this the same thing? Instead of forcing the players to jump through my predefined hoops to get to the end of my story, I'm forcing the players to accept my predefined hoops in order to achieve my personal satisfaction. </p><p></p><p>GregK simply claims that I was wrong then and I'm wrong now. But, he provides no reasons. "A DM's authority over the game is absolute" Where is that written in the rules? Where in the rules does it give me, the DM, the authority to reach over with an eraser and change the name the player gives her pet? That's HER pet. That is not mine. </p><p></p><p>And, I see this frequently from players that I get from other groups. Players that turn to me with these blank, vapid looks waiting for me to wheel up the plot wagon and start dishing it out. No input. No initiative. The only initiative they take is mechanical because they know that most DM's out there won't futz with the rules. </p><p></p><p>People constantly complain about "the build" player. But, I contend that the "build" player is a direct result of DM's who refuse to cede any authorial control over the campaign. Why should I try anything creative when the DM is just going to tell me I'm imagining my elf wrong? That his sense of make-believe is "better" than mine? </p><p></p><p>I have a real problem with that.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4647361, member: 22779"] LOL. Well, let's keep the gloves on then. :) Look, I'm not trying to push buttons here. I really do believe what I'm saying. I see this sort of thing as really abusing the position of DM. Where does it stop? One thing gamers can almost universally agree on is that railroading is bad. Yes, there are occasions when it might not be bad, but, by and large, we can usually agree on that. But, isn't this the same thing? Instead of forcing the players to jump through my predefined hoops to get to the end of my story, I'm forcing the players to accept my predefined hoops in order to achieve my personal satisfaction. GregK simply claims that I was wrong then and I'm wrong now. But, he provides no reasons. "A DM's authority over the game is absolute" Where is that written in the rules? Where in the rules does it give me, the DM, the authority to reach over with an eraser and change the name the player gives her pet? That's HER pet. That is not mine. And, I see this frequently from players that I get from other groups. Players that turn to me with these blank, vapid looks waiting for me to wheel up the plot wagon and start dishing it out. No input. No initiative. The only initiative they take is mechanical because they know that most DM's out there won't futz with the rules. People constantly complain about "the build" player. But, I contend that the "build" player is a direct result of DM's who refuse to cede any authorial control over the campaign. Why should I try anything creative when the DM is just going to tell me I'm imagining my elf wrong? That his sense of make-believe is "better" than mine? I have a real problem with that. [/QUOTE]
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