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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="FrogReaver" data-source="post: 8436582" data-attributes="member: 6795602"><p>Maybe it would help some to walk through a 'living sandbox'.</p><p></p><p>The DM defines the starting point, the factions in the world, the major locations, etc. Though, plenty is left blank to fill in later. The game is fairly open and players typically have wide latitude in creating their PC's backstory but it's not necessarily anything goes.</p><p></p><p>When the players start to play they there is not any overreaching goals imposed by the DM. The players decide what to do, who to help, etc. The GM generates conflicts behind the scenes that the players can learn about and possibly intervene in if they so choose. This can be one method of gaining favors to help facilitate their PC goals. </p><p></p><p>Based on what the PC's do or do not do, the world changes around them, etc (using with DM side mechanics for what is causing a change or weighting the odds).</p><p></p><p>Depending on what the PC's focus on, aspects of the world changing can be mere flavor or something they begin to deeply care about. Ultimately the PC's story is being driven by the players and what they want to pursue.</p><p></p><p>In that sense it's like story now. However, the mechanisms for determining what happens next rest purely on the GM and his hidden mechanics as opposed to a more player facing mechanical approach.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8436582, member: 6795602"] Maybe it would help some to walk through a 'living sandbox'. The DM defines the starting point, the factions in the world, the major locations, etc. Though, plenty is left blank to fill in later. The game is fairly open and players typically have wide latitude in creating their PC's backstory but it's not necessarily anything goes. When the players start to play they there is not any overreaching goals imposed by the DM. The players decide what to do, who to help, etc. The GM generates conflicts behind the scenes that the players can learn about and possibly intervene in if they so choose. This can be one method of gaining favors to help facilitate their PC goals. Based on what the PC's do or do not do, the world changes around them, etc (using with DM side mechanics for what is causing a change or weighting the odds). Depending on what the PC's focus on, aspects of the world changing can be mere flavor or something they begin to deeply care about. Ultimately the PC's story is being driven by the players and what they want to pursue. In that sense it's like story now. However, the mechanisms for determining what happens next rest purely on the GM and his hidden mechanics as opposed to a more player facing mechanical approach. [/QUOTE]
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