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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="Lyxen" data-source="post: 8429530" data-attributes="member: 7032025"><p>And still you had an overall storyline. Moreover, you might play a very sandboxy game, but most published adventures are not written that way. The DM having a plot that is more or less followed is the standard way of gaming, and even in your case, there was a storyline that influenced what the PCs were doing and that you decided totally on your own with no influence from the PCs are they were not doing anything special about it.</p><p></p><p></p><p></p><p>There is nothing of the kind in the rules, written or otherwise (and if you think there is, prove it). On the contrary, once more if you read the suggestions of Tasha in terms of standard social contract, as the DM directs the campaign, and prepares the game, this is to be respected by the players. After that, there are many different levels of collaboration, but players who purposefully ignore what the DM has prepared for them are rude and wasting his time, and they are the bad players there, it's not the DM who is at fault, or rather there is a collective problem of social contract, which still leaves the DM having worked for basically nothing.</p><p></p><p></p><p></p><p>I fail to see a profound difference there. If the adventure is linear and the PCs purposefully derive from the linearity, some railroading is in order otherwise the game simply crashes. The best/worst example of the kind in modern D&D history is Waterdeep Dragon Heist which just does not work if the PCs don't follow the unique string of ten encounters in order, and it needs railroading if they start going in the wrong direction.</p><p></p><p>Of course, if it's linea and the PCs follow the string, there is no railroading, but they are still totally following the tracks.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8429530, member: 7032025"] And still you had an overall storyline. Moreover, you might play a very sandboxy game, but most published adventures are not written that way. The DM having a plot that is more or less followed is the standard way of gaming, and even in your case, there was a storyline that influenced what the PCs were doing and that you decided totally on your own with no influence from the PCs are they were not doing anything special about it. There is nothing of the kind in the rules, written or otherwise (and if you think there is, prove it). On the contrary, once more if you read the suggestions of Tasha in terms of standard social contract, as the DM directs the campaign, and prepares the game, this is to be respected by the players. After that, there are many different levels of collaboration, but players who purposefully ignore what the DM has prepared for them are rude and wasting his time, and they are the bad players there, it's not the DM who is at fault, or rather there is a collective problem of social contract, which still leaves the DM having worked for basically nothing. I fail to see a profound difference there. If the adventure is linear and the PCs purposefully derive from the linearity, some railroading is in order otherwise the game simply crashes. The best/worst example of the kind in modern D&D history is Waterdeep Dragon Heist which just does not work if the PCs don't follow the unique string of ten encounters in order, and it needs railroading if they start going in the wrong direction. Of course, if it's linea and the PCs follow the string, there is no railroading, but they are still totally following the tracks. [/QUOTE]
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