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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="hawkeyefan" data-source="post: 8437411" data-attributes="member: 6785785"><p>I admit that I'm a bit stumped on how to address someone so proudly taking the blue pill.</p><p></p><p>I mean, ultimately, I would say to try a new game. But for some reason I expect that idea would get shot down right quick.</p><p></p><p></p><p></p><p>It does matter. The players are more secure in the fact that the rolls are not being altered. And more importantly, as I mentioned in my last post, take this basic idea of transparency and then apply it to other areas of the game.</p><p></p><p></p><p></p><p>I don't see how anything I said would remove the GM's ability to have ideas about what happens next. Their ideas need to be constrained by what's been established, though, that's something I think must be the case. </p><p></p><p>As for a GM's ideas being worth more...I'd say no, not at all. I'd place them of equal value to any other participant's. It's a group activity and everyone's enjoyment and contributions matter equally.</p><p></p><p></p><p></p><p>So they can fight the kraken or they can leave, sure. That's true of either approach, right? </p><p></p><p>What you're advocating for, from my perspective, is not really either. It's some middle ground where the players have to waste time on learning enough in order to make the interesting decision. So just skip all that nonsense and get to the fun stuff, or else move on. Give them the information that they need to decide how to proceed, and then proceed. </p><p></p><p></p><p></p><p></p><p>They came upon the scene described. I expect there was a bit more description than was in the post that was made, but either way....the action was already under way. </p><p></p><p>Let me ask you this; would you have any problem if the GM said the below?</p><p></p><p>"You can tell this guy knows what he's doing. He's protecting the girl very well, and managing to fend off the tentacles. He's clearly a competent swordsman. But it's only a matter of time until he's done."</p><p></p><p>My guess is you would not. So then I don't see the problem with sharing some mechanical bits that clearly define that description into the language of the game. </p><p></p><p></p><p></p><p>Cool, thanks for sharing a deliberately incomplete example. Now that I have the missing information, I still don't think this sheds any light on the matter.</p><p></p><p>I don't think that one must always share such information. However, I think the reasons to not do so have to be far more compelling than your old man in the boat.</p><p></p><p></p><p></p><p></p><p>If you agree, then I don't see why you're okay with subtle Force but not unsubtle Force.</p><p></p><p></p><p></p><p>But you might have had something as fun or even better if the GM had honored the events of the game and the destruction of the maguffin led to something entirely different and unexpected instead of "well there's three more stops after this one.....so everybody back on the train!!!!"</p><p></p><p>It's impossible to say, of course. </p><p></p><p>I'll just close with this; it's perfectly fine to say "I don't mind being railroaded by the GM as long as we're having fun".</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8437411, member: 6785785"] I admit that I'm a bit stumped on how to address someone so proudly taking the blue pill. I mean, ultimately, I would say to try a new game. But for some reason I expect that idea would get shot down right quick. It does matter. The players are more secure in the fact that the rolls are not being altered. And more importantly, as I mentioned in my last post, take this basic idea of transparency and then apply it to other areas of the game. I don't see how anything I said would remove the GM's ability to have ideas about what happens next. Their ideas need to be constrained by what's been established, though, that's something I think must be the case. As for a GM's ideas being worth more...I'd say no, not at all. I'd place them of equal value to any other participant's. It's a group activity and everyone's enjoyment and contributions matter equally. So they can fight the kraken or they can leave, sure. That's true of either approach, right? What you're advocating for, from my perspective, is not really either. It's some middle ground where the players have to waste time on learning enough in order to make the interesting decision. So just skip all that nonsense and get to the fun stuff, or else move on. Give them the information that they need to decide how to proceed, and then proceed. They came upon the scene described. I expect there was a bit more description than was in the post that was made, but either way....the action was already under way. Let me ask you this; would you have any problem if the GM said the below? "You can tell this guy knows what he's doing. He's protecting the girl very well, and managing to fend off the tentacles. He's clearly a competent swordsman. But it's only a matter of time until he's done." My guess is you would not. So then I don't see the problem with sharing some mechanical bits that clearly define that description into the language of the game. Cool, thanks for sharing a deliberately incomplete example. Now that I have the missing information, I still don't think this sheds any light on the matter. I don't think that one must always share such information. However, I think the reasons to not do so have to be far more compelling than your old man in the boat. If you agree, then I don't see why you're okay with subtle Force but not unsubtle Force. But you might have had something as fun or even better if the GM had honored the events of the game and the destruction of the maguffin led to something entirely different and unexpected instead of "well there's three more stops after this one.....so everybody back on the train!!!!" It's impossible to say, of course. I'll just close with this; it's perfectly fine to say "I don't mind being railroaded by the GM as long as we're having fun". [/QUOTE]
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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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