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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: 8430177" data-attributes="member: 7032025"><p>And this really depends on your players and their expectations. Once more, out of more 5000 usually experienced LARP players in our games (you usually don't get into a LARP with no roleplaying experience), 90% opt for an at least partially guided adventure, with only 10% opting for the "I'll try and make my own adventure". The same at our tables of very experienced gamers, we have run very few completely open sandboxes, and when one of our DMs ran STK (again to a fairly experienced group), they were really lost about what to do next when they arrived in the Sandbox area of the module. I'm running Avernus as a sandbox, and my (again extremely experienced group) has taken a long time to decide on a strategy and choose their own path, with many hesitations, turning around, unfinished business, etc.</p><p></p><p>I don't think I've ever seen a group create in and of themselves an epic adventure. Marauding (sometimes murderhoboeing) and general mayhem, yes, I've seen that, but I've never seen a group spontaneously generate an epic story. Local intrigue, yes, and in general our games are open enough so that this fits nicely within the scope of the campaigns, so the players really are the drivers, at least locally. But if you want an epic uber-arc to the campaign, if you want meaningful antagonists with plans and global intrigue, I've never seen anything else than the ones created by the DM.</p><p></p><p>Which, again, does not preclude lots of player additions and changes initiated and led by them. For me, it's not black and white here...</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8430177, member: 7032025"] And this really depends on your players and their expectations. Once more, out of more 5000 usually experienced LARP players in our games (you usually don't get into a LARP with no roleplaying experience), 90% opt for an at least partially guided adventure, with only 10% opting for the "I'll try and make my own adventure". The same at our tables of very experienced gamers, we have run very few completely open sandboxes, and when one of our DMs ran STK (again to a fairly experienced group), they were really lost about what to do next when they arrived in the Sandbox area of the module. I'm running Avernus as a sandbox, and my (again extremely experienced group) has taken a long time to decide on a strategy and choose their own path, with many hesitations, turning around, unfinished business, etc. I don't think I've ever seen a group create in and of themselves an epic adventure. Marauding (sometimes murderhoboeing) and general mayhem, yes, I've seen that, but I've never seen a group spontaneously generate an epic story. Local intrigue, yes, and in general our games are open enough so that this fits nicely within the scope of the campaigns, so the players really are the drivers, at least locally. But if you want an epic uber-arc to the campaign, if you want meaningful antagonists with plans and global intrigue, I've never seen anything else than the ones created by the DM. Which, again, does not preclude lots of player additions and changes initiated and led by them. For me, it's not black and white here... [/QUOTE]
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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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