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*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Caliban" data-source="post: 7167054" data-attributes="member: 284"><p>Strange. Most people I play with recognize that D&D isn't a board game, and don't expect it to be run like one. I can honestly say that in my 20+ years of playing D&D, the DM has created content on the fly at one point or another in every campaign I've run or played in. Even if they are using a pre-written module, the DM will often modify things on the fly. </p><p></p><p>That is for home games where the DM is running their own campaign. </p><p></p><p>When running a pre-written module in an Organized Play setting (Living City, Living Greyhawk, Pathfinder Society, Adventure League, etc) the DM is expected to stick with what is in the module, although even then they have the ability to modify encounters within a limited range if they so desire. </p><p></p><p>As for why people have trouble understanding why you would want to play D&D as if it were little more than a tactical board game with the encounters loosely connected...that's because for a lot of people that seems to be missing the entire point of playing a roleplaying game. It's also a cooperative storytelling game, as well as being a fantasy combat simulator. </p><p></p><p>If the DM can't adjust things on the fly to react to events within the game, they may feel that it robs the DM of their creative freedom, and sucks the life out of the story. </p><p></p><p>Or you may feel that the DM adjusting things on the fly gives them an "unfair advantage" because you are playing a more adversarial style of D&D where the story takes a backseat to the tactical aspects.</p></blockquote><p></p>
[QUOTE="Caliban, post: 7167054, member: 284"] Strange. Most people I play with recognize that D&D isn't a board game, and don't expect it to be run like one. I can honestly say that in my 20+ years of playing D&D, the DM has created content on the fly at one point or another in every campaign I've run or played in. Even if they are using a pre-written module, the DM will often modify things on the fly. That is for home games where the DM is running their own campaign. When running a pre-written module in an Organized Play setting (Living City, Living Greyhawk, Pathfinder Society, Adventure League, etc) the DM is expected to stick with what is in the module, although even then they have the ability to modify encounters within a limited range if they so desire. As for why people have trouble understanding why you would want to play D&D as if it were little more than a tactical board game with the encounters loosely connected...that's because for a lot of people that seems to be missing the entire point of playing a roleplaying game. It's also a cooperative storytelling game, as well as being a fantasy combat simulator. If the DM can't adjust things on the fly to react to events within the game, they may feel that it robs the DM of their creative freedom, and sucks the life out of the story. Or you may feel that the DM adjusting things on the fly gives them an "unfair advantage" because you are playing a more adversarial style of D&D where the story takes a backseat to the tactical aspects. [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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