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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: 8429738" data-attributes="member: 7032025"><p>It's extremely easy. Every single published adventure has a plot. If the PCs turn their back on the plot to go overseas and become pirates instead, they are not playing the published adventure at all. However, these adventures are widely popular, and there are many more examples of campaigns being done along these than other campaigns.</p><p></p><p>Your way to play as a complete sandbox is cool but I completely defy you to prove that it's even mainstream. FWITW, there are quite a few people complaining about the little sandbox section of STK, because they just feel lost not knowing what to do. And I've had at least 5000 people playing in our LARP games where we ask people fi they want a somewhat guided adventure or a complete "sandbox, do what you want", and the ratio of people wanting a complete sandbox is 1 to 20. Now, this might not be totally relevant, but I think you will have trouble proving that people prefer complete sandbox with no plot.</p><p></p><p></p><p></p><p>No, please start feeling embarrassed, here is the whole discussion:</p><ul> <li data-xf-list-type="ul">I said: "It's not black and white like this, sorry, never was in a RPG. The DM usually has a plot that has to be roughly followed. After that, there are many levels of sandboxing and/or railroading, but most games expect some mix of that."</li> <li data-xf-list-type="ul">You said: "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."</li> <li data-xf-list-type="ul">To which I responded : "There is nothing of the kind in the rules, written or otherwise (and if you think there is, prove it). </li> <li data-xf-list-type="ul">To which you responded: "Prove that removal of player agency and invalidation of their choices in order force them to do what I want is bad? Well, that kinda sorta speaks for itself. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />"</li> </ul><p>There is a large difference between "many levels of sandboxing and/or railroading, but most games expect some mix of that" and "removal of player agency and invalidation of their choices", which makes it an obvious strawman. Yes, the way you present it is bad, but it's not what I said, and, being incapable to disprove what I said is obvious from your answer.</p><p></p><p></p><p></p><p>Actually there is, you should read it again: "The players will respect you and the effort it takes to create a fun game for everyone. The players will allow you to direct the campaign."</p><p></p><p></p><p></p><p>I'm sorry, but I'm pretty sure that the majority of DMs will pack up and leave the players to find another DM if they have announced "I will be running [published adventure]/[my Homebrewed Campaign] and the players were to say "screw this, we don't care what you did and we are scared of demons, so we will go and have some pirate adventure overseas instead".</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8429738, member: 7032025"] It's extremely easy. Every single published adventure has a plot. If the PCs turn their back on the plot to go overseas and become pirates instead, they are not playing the published adventure at all. However, these adventures are widely popular, and there are many more examples of campaigns being done along these than other campaigns. Your way to play as a complete sandbox is cool but I completely defy you to prove that it's even mainstream. FWITW, there are quite a few people complaining about the little sandbox section of STK, because they just feel lost not knowing what to do. And I've had at least 5000 people playing in our LARP games where we ask people fi they want a somewhat guided adventure or a complete "sandbox, do what you want", and the ratio of people wanting a complete sandbox is 1 to 20. Now, this might not be totally relevant, but I think you will have trouble proving that people prefer complete sandbox with no plot. No, please start feeling embarrassed, here is the whole discussion: [LIST] [*]I said: "It's not black and white like this, sorry, never was in a RPG. The DM usually has a plot that has to be roughly followed. After that, there are many levels of sandboxing and/or railroading, but most games expect some mix of that." [*]You said: "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." [*]To which I responded : "There is nothing of the kind in the rules, written or otherwise (and if you think there is, prove it). [*]To which you responded: "Prove that removal of player agency and invalidation of their choices in order force them to do what I want is bad? Well, that kinda sorta speaks for itself. ;)" [/LIST] There is a large difference between "many levels of sandboxing and/or railroading, but most games expect some mix of that" and "removal of player agency and invalidation of their choices", which makes it an obvious strawman. Yes, the way you present it is bad, but it's not what I said, and, being incapable to disprove what I said is obvious from your answer. Actually there is, you should read it again: "The players will respect you and the effort it takes to create a fun game for everyone. The players will allow you to direct the campaign." I'm sorry, but I'm pretty sure that the majority of DMs will pack up and leave the players to find another DM if they have announced "I will be running [published adventure]/[my Homebrewed Campaign] and the players were to say "screw this, we don't care what you did and we are scared of demons, so we will go and have some pirate adventure overseas instead". [/QUOTE]
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