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<blockquote data-quote="EzekielRaiden" data-source="post: 9644306" data-attributes="member: 6790260"><p>Except that the description you keep giving is NOTHING like what such DMs run.</p><p></p><p>That's where the disconnect is. The phrases you used just now--"Runs a fair and balanced game and is a fan of the players and characters"--has <em>jack-all</em> to do with your so-called "player-DM".</p><p></p><p></p><p>High intelligence is unrelated, and consistent universal agreement, while useful, isn't required. Clear and open communication is dramatically more important than either. Initiative and creativity are likewise more important than intelligence or unmitigated agreement.</p><p></p><p>It's definitely not a style for everyone--and I am <em>inclined</em> to say that most people aren't enthused by it. As said, I'm one such person. The classic D&D sandbox game doesn't really <em>go</em> for me very much.</p><p></p><p></p><p>As said: I don't think this is a thing for <em>you</em>, either. You are a very traditional DM, and I don't mean "trad" in the style-labels sense, I mean that you run things in a way loosely similar to Gary Gygax, from what I've heard. The DM is still front and center, still orchestrating and leading and prodding etc., etc., but whenever a rules-adjudication thing happens, you aim for impartiality and consistency--but your word is law, and if folks want to question it, they are welcome to depart the table. That, too, is not a style I'm particularly enthused about, but that doesn't mean it's bad or wrong, it's just not for me.</p><p></p><p></p><p>No, you misunderstand. This <em>is</em> the adventure for folks who like this style. You have incorrectly fixed a specific idea in your head as "this is what an adventure is", but "an adventure" is broader than that. What you consider to be a "prelude", old-school sandbox fans consider to be the prime experience. Much like, for example, I consider the gritty barely-surviving stuff to be <em>at best</em> the prelude to a deeper, thematic, unfolding story of a group of comrades figuring themselves and each other out while they do some cool stuff and probably save things (people, cities, nations, the world, a critical artifact, etc.)</p><p></p><p></p><p>And?</p><p></p><p>Just because humans do not cleanly fit in boxes does not mean that it can't be true that a thing you've observed is not as common as you think. Or, as I think is actually the case here, you are projecting your (<em>consistently</em> false and venomous) image of a playstyle you don't like, don't use, and neither understand nor wish to understand, onto something that is <em>dramatically</em> different from the playstyle you keep describing.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9644306, member: 6790260"] Except that the description you keep giving is NOTHING like what such DMs run. That's where the disconnect is. The phrases you used just now--"Runs a fair and balanced game and is a fan of the players and characters"--has [I]jack-all[/I] to do with your so-called "player-DM". High intelligence is unrelated, and consistent universal agreement, while useful, isn't required. Clear and open communication is dramatically more important than either. Initiative and creativity are likewise more important than intelligence or unmitigated agreement. It's definitely not a style for everyone--and I am [I]inclined[/I] to say that most people aren't enthused by it. As said, I'm one such person. The classic D&D sandbox game doesn't really [I]go[/I] for me very much. As said: I don't think this is a thing for [I]you[/I], either. You are a very traditional DM, and I don't mean "trad" in the style-labels sense, I mean that you run things in a way loosely similar to Gary Gygax, from what I've heard. The DM is still front and center, still orchestrating and leading and prodding etc., etc., but whenever a rules-adjudication thing happens, you aim for impartiality and consistency--but your word is law, and if folks want to question it, they are welcome to depart the table. That, too, is not a style I'm particularly enthused about, but that doesn't mean it's bad or wrong, it's just not for me. No, you misunderstand. This [I]is[/I] the adventure for folks who like this style. You have incorrectly fixed a specific idea in your head as "this is what an adventure is", but "an adventure" is broader than that. What you consider to be a "prelude", old-school sandbox fans consider to be the prime experience. Much like, for example, I consider the gritty barely-surviving stuff to be [I]at best[/I] the prelude to a deeper, thematic, unfolding story of a group of comrades figuring themselves and each other out while they do some cool stuff and probably save things (people, cities, nations, the world, a critical artifact, etc.) And? Just because humans do not cleanly fit in boxes does not mean that it can't be true that a thing you've observed is not as common as you think. Or, as I think is actually the case here, you are projecting your ([I]consistently[/I] false and venomous) image of a playstyle you don't like, don't use, and neither understand nor wish to understand, onto something that is [I]dramatically[/I] different from the playstyle you keep describing. [/QUOTE]
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