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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="Crimson Longinus" data-source="post: 8439158" data-attributes="member: 7025508"><p>If you mean that content matters more than presentation, then that would sound pretty sensible. But you seem to dismiss presentation altogether. But I strongly feel that presentation is vital, it is what makes you feel that you're in the world. The GM is not portraying NPCs vividly just to make the players marvel how funny, weird or scary they are. They do it to make the players feel like they're actually interacting with this fictional character, making them feel like a real person. Same with describing the environments and situations. It is to make the players feel that they're truly there. I think that making the world seem real is one of the most important jobs of the GM, as it is the prerequisite for the payers to immerse in it, and interact with it as part of it. </p><p></p><p></p><p></p><p></p><p>Yeah, I have no doubt that you can run D&D like that. And I suspect a lot of people do, or at least in a way somewhat resembling that. My GMing definitely has elements of it. Backstory exist, but it is more advisory rather than binding, characters are more important. Though with my current campaign I intentionally give prep more weight, as I wanted more old school D&D approach, some sort of faux sandbox. Albeit I'm sure anyone who actually likes old school D&D and/or sandboxes wouldn't recognise it as such.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8439158, member: 7025508"] If you mean that content matters more than presentation, then that would sound pretty sensible. But you seem to dismiss presentation altogether. But I strongly feel that presentation is vital, it is what makes you feel that you're in the world. The GM is not portraying NPCs vividly just to make the players marvel how funny, weird or scary they are. They do it to make the players feel like they're actually interacting with this fictional character, making them feel like a real person. Same with describing the environments and situations. It is to make the players feel that they're truly there. I think that making the world seem real is one of the most important jobs of the GM, as it is the prerequisite for the payers to immerse in it, and interact with it as part of it. Yeah, I have no doubt that you can run D&D like that. And I suspect a lot of people do, or at least in a way somewhat resembling that. My GMing definitely has elements of it. Backstory exist, but it is more advisory rather than binding, characters are more important. Though with my current campaign I intentionally give prep more weight, as I wanted more old school D&D approach, some sort of faux sandbox. Albeit I'm sure anyone who actually likes old school D&D and/or sandboxes wouldn't recognise it as such. [/QUOTE]
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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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