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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: 8430373" data-attributes="member: 7032025"><p>And then what do you do ? Are you still trying to run the published adventure ?</p><p></p><p></p><p></p><p>No, sorry, it's not the way it's written, once more: "The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore..." The players are definitively navigating the paths created by the DM. Again, it does not say whether there are few or many, how wide they are, etc. but it's the basic premise. If they start carving their own paths, some DMs might be happy throwing their preparations out of the window and start improvising, but some others might not.</p><p></p><p></p><p></p><p>Again, not necessarily. I'm really tired of people putting all the weight that they can on that poor DM. Some people insist that he should state right upfront all his house rules and future rulings. Now you insist that he must get what, written permission from the players for every single bit of railroading, however minork, that he might be doing in the future? Once more, the basic premise of the game is clearly defined in the multiple quotes of [USER=86653]@overgeeked[/USER]'s post. The default setting is that he is in charge, is the architect of the campaign, creates and runs adventures, etc.</p><p></p><p>If some entitled player thinks that any authority is too much for him and can't abide even a bit of steering because it offends his what, "god given player agency (?), I'm sorry but the onus is on him to mention it. The DM already has a difficult enough job to do...</p><p></p><p></p><p></p><p>Yes, more than one outcome is better (but I can tell you that, although there might be two outcomes in Waterdeep Dragon Heist, the linearity and railroading an ignoring players actions even got strongly to me), but it does not mean "any outcome" or "the players can just go and do whatever they want and ignore everything the DM has prepared".</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8430373, member: 7032025"] And then what do you do ? Are you still trying to run the published adventure ? No, sorry, it's not the way it's written, once more: "The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore..." The players are definitively navigating the paths created by the DM. Again, it does not say whether there are few or many, how wide they are, etc. but it's the basic premise. If they start carving their own paths, some DMs might be happy throwing their preparations out of the window and start improvising, but some others might not. Again, not necessarily. I'm really tired of people putting all the weight that they can on that poor DM. Some people insist that he should state right upfront all his house rules and future rulings. Now you insist that he must get what, written permission from the players for every single bit of railroading, however minork, that he might be doing in the future? Once more, the basic premise of the game is clearly defined in the multiple quotes of [USER=86653]@overgeeked[/USER]'s post. The default setting is that he is in charge, is the architect of the campaign, creates and runs adventures, etc. If some entitled player thinks that any authority is too much for him and can't abide even a bit of steering because it offends his what, "god given player agency (?), I'm sorry but the onus is on him to mention it. The DM already has a difficult enough job to do... Yes, more than one outcome is better (but I can tell you that, although there might be two outcomes in Waterdeep Dragon Heist, the linearity and railroading an ignoring players actions even got strongly to me), but it does not mean "any outcome" or "the players can just go and do whatever they want and ignore everything the DM has prepared". [/QUOTE]
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