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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="pemerton" data-source="post: 8429804" data-attributes="member: 42582"><p>I'll say again: speak for yourself.</p><p></p><p>I've told you why I do and don't play RPGs. I don't think you are in any position to tell me that I'm wrong about that.</p><p></p><p>Which DM are you talking about? You? The bad ones I mentioned? I can tell you that I have done a lot of GMing of RPGs in my life - thousands of hours - and I don't have a plot that has to be roughly followed.</p><p></p><p>That's not what happened. As I posted, the GM failed to play the kobold honestly. The kobold was portrayed as having the intellectual abilities of a small child - an inability to understand such concepts as <em>number</em> and <em>direction</em>. The reason why the GM did this was transparent - in order to avoid giving us, the players, the information which would permit us to declare actions that would take the fight to the kobolds and their encampment or secret base or whatever. Hence, as I mentioned, the players (there were four or five of us) ended the game and started a new one.</p><p></p><p>As I said, the GM presented us with one option for play: take the quest from the questgiver. Then when we performed the quest and returned to the questgiver, had the questgiver betray us - thus retrospectively making all our actions and efforts somewhere between pointless and silly. I realise that this is a very popular adventure trope - I regard it as a sign of a GM who has extremely limited dramatic imagination <em>and</em> who doesn't know how to use a system of action resolution that differentiates between successful outcomes and consequences for failure.</p><p></p><p>If it is the GM's job to decide all setting, all backstory, all situations, and all outcomes - without regard to any of the rules for PC build (like background) or any of the action resolution rules - then what is the job of the players? What are they there for?</p><p></p><p>What is the point of action declarations by the players for their PCs? Are these like prompts to the GM, as if it was a creative writing class with the GM as author and the players as brains trust?</p></blockquote><p></p>
[QUOTE="pemerton, post: 8429804, member: 42582"] I'll say again: speak for yourself. I've told you why I do and don't play RPGs. I don't think you are in any position to tell me that I'm wrong about that. Which DM are you talking about? You? The bad ones I mentioned? I can tell you that I have done a lot of GMing of RPGs in my life - thousands of hours - and I don't have a plot that has to be roughly followed. That's not what happened. As I posted, the GM failed to play the kobold honestly. The kobold was portrayed as having the intellectual abilities of a small child - an inability to understand such concepts as [i]number[/i] and [i]direction[/i]. The reason why the GM did this was transparent - in order to avoid giving us, the players, the information which would permit us to declare actions that would take the fight to the kobolds and their encampment or secret base or whatever. Hence, as I mentioned, the players (there were four or five of us) ended the game and started a new one. As I said, the GM presented us with one option for play: take the quest from the questgiver. Then when we performed the quest and returned to the questgiver, had the questgiver betray us - thus retrospectively making all our actions and efforts somewhere between pointless and silly. I realise that this is a very popular adventure trope - I regard it as a sign of a GM who has extremely limited dramatic imagination [i]and[/i] who doesn't know how to use a system of action resolution that differentiates between successful outcomes and consequences for failure. If it is the GM's job to decide all setting, all backstory, all situations, and all outcomes - without regard to any of the rules for PC build (like background) or any of the action resolution rules - then what is the job of the players? What are they there for? What is the point of action declarations by the players for their PCs? Are these like prompts to the GM, as if it was a creative writing class with the GM as author and the players as brains trust? [/QUOTE]
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