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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="Maxperson" data-source="post: 8429518" data-attributes="member: 23751"><p>See, I disagree with the bolded portions.</p><p></p><p>The first bold portion I disagree with, because the DM should never force a plot to be followed. If he comes to the group and asked them to follow it and they agree, that's one thing. Absent that, though, the PCs can do whatever the hell they want. I had a 3e campaign many years ago where the group didn't know what they wanted to do, so before the campaign started I came up with a demon storyline. </p><p></p><p>After the first session where they encountered some minor demons in a Waterdeep cemetery, they were like, "Demons are dangerous. Let's get the hell out of here." Then one of them was like, "I've always wanted to be a pirate. What if we go south, steal a ship and head to the Pirate isles." So that's what they did. I prepped some stuff in the time it took them to travel south to Amn and they had a pirate campaign. In the mean time the demons went mostly unchecked and almost destroyed the world(the rolls went badly, but not catastrophically) and they heard terrible news and some of their adventures still tangentially touched on the old storyline.</p><p></p><p>The second bolded portion is similar to the first. If the players don't agree in advance that a railroad is okay, it's never okay. Note, this is not the same as having a linear adventure. Linear =/= railroad.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 8429518, member: 23751"] See, I disagree with the bolded portions. The first bold portion I disagree with, because the DM should never force a plot to be followed. If he comes to the group and asked them to follow it and they agree, that's one thing. Absent that, though, the PCs can do whatever the hell they want. I had a 3e campaign many years ago where the group didn't know what they wanted to do, so before the campaign started I came up with a demon storyline. After the first session where they encountered some minor demons in a Waterdeep cemetery, they were like, "Demons are dangerous. Let's get the hell out of here." Then one of them was like, "I've always wanted to be a pirate. What if we go south, steal a ship and head to the Pirate isles." So that's what they did. I prepped some stuff in the time it took them to travel south to Amn and they had a pirate campaign. In the mean time the demons went mostly unchecked and almost destroyed the world(the rolls went badly, but not catastrophically) and they heard terrible news and some of their adventures still tangentially touched on the old storyline. The second bolded portion is similar to the first. If the players don't agree in advance that a railroad is okay, it's never okay. Note, this is not the same as having a linear adventure. Linear =/= railroad. [/QUOTE]
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