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Should the game be PC's vs. DM
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<blockquote data-quote="Odhanan" data-source="post: 3031682" data-attributes="member: 12324"><p>QFT</p><p></p><p>My personal take on adversial versus "hold-your-hand" DMing is that I'm the host of the game and the evening. As such, it is my role to provide entertainment suitable to the guests, the players of the game. Satisfactory entertainment using RPGs can be reached using a number of techniques, and the efficiency of these techniques will depend a lot on the particular taste of each and every single guest and how these tastes can be satisfied simultaneously to create a synergy, i.e. a great evening for everyone.</p><p></p><p>One of these "techniques" involves the management of the players' satisfaction with their characters' deeds. No deed seems valuable without challenge, but on the opposite there is such a thing as an overwhelming challenge that destroys any entertainment a player can get from the game. So the DM should know the players and measure the amount of challenge and reward so that they feel the decisions they took as players made a difference in the game and made their characters succeed or fail, survive or die.</p><p></p><p>PS: As for DMing a "story" and "guiding the PCs through the plot", I won't even go there. I am absolutely against what I call "narrativist GMs" and the notion that an adventure is a "story" to be told to or by the players.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 3031682, member: 12324"] QFT My personal take on adversial versus "hold-your-hand" DMing is that I'm the host of the game and the evening. As such, it is my role to provide entertainment suitable to the guests, the players of the game. Satisfactory entertainment using RPGs can be reached using a number of techniques, and the efficiency of these techniques will depend a lot on the particular taste of each and every single guest and how these tastes can be satisfied simultaneously to create a synergy, i.e. a great evening for everyone. One of these "techniques" involves the management of the players' satisfaction with their characters' deeds. No deed seems valuable without challenge, but on the opposite there is such a thing as an overwhelming challenge that destroys any entertainment a player can get from the game. So the DM should know the players and measure the amount of challenge and reward so that they feel the decisions they took as players made a difference in the game and made their characters succeed or fail, survive or die. PS: As for DMing a "story" and "guiding the PCs through the plot", I won't even go there. I am absolutely against what I call "narrativist GMs" and the notion that an adventure is a "story" to be told to or by the players. [/QUOTE]
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