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General Tabletop Discussion
*TTRPGs General
Should the DM accommodate characters, or characters accommodate DMs?
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<blockquote data-quote="Janx" data-source="post: 5098621" data-attributes="member: 8835"><p>Is this thread about handling mounts in a campaign, or accomodating players?</p><p></p><p>On the mount argument:</p><p></p><p> Yes, we should generally take somebody at their word when they say their campaign had element x and it worked. Additionally, this is a gaming forum. The point is to share knowledge. Saying you used element X successfully and not being willing to share an explanation defeats the social nature of a social information sharing site.</p><p></p><p>On to the Actual title of the OP, rather than the example:</p><p></p><p>Technically, the DM can do whatever the market will bear. He can dictate all the terms of the campaign and the PCs the party will play, so long as he has players willing to keep playing (note Game Conventions do just this). He could also be such a push-over that the players determine the nature and difficulty of each encounter they face.</p><p></p><p>The balanced reality is, a typical GM determines the campaign, and has more control over its content and adventure type and style than the players have influence for their specific preferences. A good DM tries to make a game that appeals to his players. Good players know to make something that fits in the game, because it is the game they are in.</p><p></p><p>What I tend to do is pitch game world concepts, the last time I did it, I gave them: a nautical D&D campaign where everybody is in the navy, a StarTrek campaign, or a Shadowrun campaign.</p><p></p><p>They chose the D&D campaign. Then I whipped up my game world and game hand-out, and told them I needed them to make humans that were all justifiably in the Human Navy (I had written fluff to justify almost all the classes and their relationship to navy service. The wizard for instance was a contractor from the Circle of Magic, as by military code, all military ships must have a Ship's Mage for communications and other tasks).</p><p></p><p>So I was very restrictive in what I'd allow the PCs to bring to the table. No mounted horseman (and I did have a Paladin PC). But the players signed up for it. And they accepted that I was sculpting the party for a specific kind of campaign, but that within that framework, they would have the freedom to grow and pursue goals.</p><p></p><p>For instance, as Navy offices or enlisted, they generally went where the ship went, and did what the captain told them (which was get off the boat and do a mission). Eventually, one of the PCs became a captain (we had guidelines for not being a jerk player in charge). The PCs could have gone rogue or awol, but that wasn't likely unless I made their situation unpleasant.</p><p></p><p>That's my example of "not being" accomodating as a DM, but having accomdating players who trusted what I was doing. I told them I had a specific idea for the campaign, that would place some initial constraints.</p></blockquote><p></p>
[QUOTE="Janx, post: 5098621, member: 8835"] Is this thread about handling mounts in a campaign, or accomodating players? On the mount argument: Yes, we should generally take somebody at their word when they say their campaign had element x and it worked. Additionally, this is a gaming forum. The point is to share knowledge. Saying you used element X successfully and not being willing to share an explanation defeats the social nature of a social information sharing site. On to the Actual title of the OP, rather than the example: Technically, the DM can do whatever the market will bear. He can dictate all the terms of the campaign and the PCs the party will play, so long as he has players willing to keep playing (note Game Conventions do just this). He could also be such a push-over that the players determine the nature and difficulty of each encounter they face. The balanced reality is, a typical GM determines the campaign, and has more control over its content and adventure type and style than the players have influence for their specific preferences. A good DM tries to make a game that appeals to his players. Good players know to make something that fits in the game, because it is the game they are in. What I tend to do is pitch game world concepts, the last time I did it, I gave them: a nautical D&D campaign where everybody is in the navy, a StarTrek campaign, or a Shadowrun campaign. They chose the D&D campaign. Then I whipped up my game world and game hand-out, and told them I needed them to make humans that were all justifiably in the Human Navy (I had written fluff to justify almost all the classes and their relationship to navy service. The wizard for instance was a contractor from the Circle of Magic, as by military code, all military ships must have a Ship's Mage for communications and other tasks). So I was very restrictive in what I'd allow the PCs to bring to the table. No mounted horseman (and I did have a Paladin PC). But the players signed up for it. And they accepted that I was sculpting the party for a specific kind of campaign, but that within that framework, they would have the freedom to grow and pursue goals. For instance, as Navy offices or enlisted, they generally went where the ship went, and did what the captain told them (which was get off the boat and do a mission). Eventually, one of the PCs became a captain (we had guidelines for not being a jerk player in charge). The PCs could have gone rogue or awol, but that wasn't likely unless I made their situation unpleasant. That's my example of "not being" accomodating as a DM, but having accomdating players who trusted what I was doing. I told them I had a specific idea for the campaign, that would place some initial constraints. [/QUOTE]
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Should the DM accommodate characters, or characters accommodate DMs?
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