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<blockquote data-quote="IronWolf" data-source="post: 5260991" data-attributes="member: 21076"><p>Is this really avoidable though? There are lengthy debates in rules forums on these very boards where we are all reading the same text, yet come up with different rulings. As long as things continue to happen like that, there is always going to be a difference between DMs of a game.</p><p></p><p></p><p></p><p>There are many systems out there, but with communication it is pretty easy to get the feel out of the D&D system that you want. </p><p></p><p>For sake of discussion let's say we both decide grim and gritty and low magic is a poor fit for D&D and not worth considering. Even with that I still think one is going to have a different feel between DMs in a standard magic campaign. Some DMs will be in favor of "magic shops", some won't. Some will let random tables decide their treasure, some won't. Campaigns can still have a very different feel even under the same rule set. It varies by DM and that DMs style.</p><p></p><p></p><p></p><p>D&D can still work in a dark, gritty, low magic game. The DM needs to make adjustments to encounters and such as things advance to make sure he has accounted for the lower power level of the characters, but it is possible and not entirely difficult. </p><p></p><p>I agree that if the DM is going to run a dark, gritty, low magic game that this needs communicated to the players. I have certainly done so before games I have started letting the players know what the feel of the game would be before we started. Communication is always of importance in RPG gaming.</p><p></p><p></p><p></p><p>I think D&D has worked for the style of games I have run, which vary from dark and gritty to the more normal abundance of magic and such. Of course, maybe my version of dark and gritty isn't as dark and gritty as others which is what allows D&D to work for my needs.</p></blockquote><p></p>
[QUOTE="IronWolf, post: 5260991, member: 21076"] Is this really avoidable though? There are lengthy debates in rules forums on these very boards where we are all reading the same text, yet come up with different rulings. As long as things continue to happen like that, there is always going to be a difference between DMs of a game. There are many systems out there, but with communication it is pretty easy to get the feel out of the D&D system that you want. For sake of discussion let's say we both decide grim and gritty and low magic is a poor fit for D&D and not worth considering. Even with that I still think one is going to have a different feel between DMs in a standard magic campaign. Some DMs will be in favor of "magic shops", some won't. Some will let random tables decide their treasure, some won't. Campaigns can still have a very different feel even under the same rule set. It varies by DM and that DMs style. D&D can still work in a dark, gritty, low magic game. The DM needs to make adjustments to encounters and such as things advance to make sure he has accounted for the lower power level of the characters, but it is possible and not entirely difficult. I agree that if the DM is going to run a dark, gritty, low magic game that this needs communicated to the players. I have certainly done so before games I have started letting the players know what the feel of the game would be before we started. Communication is always of importance in RPG gaming. I think D&D has worked for the style of games I have run, which vary from dark and gritty to the more normal abundance of magic and such. Of course, maybe my version of dark and gritty isn't as dark and gritty as others which is what allows D&D to work for my needs. [/QUOTE]
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