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General Tabletop Discussion
*TTRPGs General
Should the game be PC's vs. DM
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<blockquote data-quote="Gold Roger" data-source="post: 3032030" data-attributes="member: 33904"><p>It's PC's vs. the bad guys (or good guys, if you're so inclined).</p><p></p><p>On the most part I think the DM and the group has to be cooperative and work on having fun together.</p><p></p><p>Usually that means I work with my players. I allow about every rule, I'll change classes for them, create new feats for them, accomodate everyones playstyle as much as possible, in the end they get the magic items they want, they have part in the world creation and if they have cool plan, I usually let them pull it through. I want the PC's to be cool and in the end I always root for the good guys (hopefully the good guys). That what it means to me to be a non adversial DM, to be a DM that wants his players to have fun and not "win" the game.</p><p></p><p>But there's another face the DM has to wear as well. The DM plays the evil guys after all and he's also that cruel twisting element of fate that tend to befall true heroes before their eventual triumph.</p><p></p><p>In that role the DM sets up terrible deathtraps the players have to overcome, creates villains that pester and frustrate them over levels and years before they can finally be beaten, brings back nemesi at the worst moments, brings back every bad turn the PC's have taken to bite their collective or individual ass, maims then, runs them into unexpected complications, destroys their items and tempts them with evil. But even then the game is cooperative to me in that sense, that it is only possible when the players trust their DM that all the terrible stuff he does in the end serves to improve the game. And of course it does, we all now the elation of finally overcoming a frustration, how we become more involved with a real challenge, the fondness of something we gained through real accomplishment.</p><p></p><p>I've killed 5 PC's through the last two sessions (in a group with four players, one of them didn't loose her char), but I'm no adversial DM.</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 3032030, member: 33904"] It's PC's vs. the bad guys (or good guys, if you're so inclined). On the most part I think the DM and the group has to be cooperative and work on having fun together. Usually that means I work with my players. I allow about every rule, I'll change classes for them, create new feats for them, accomodate everyones playstyle as much as possible, in the end they get the magic items they want, they have part in the world creation and if they have cool plan, I usually let them pull it through. I want the PC's to be cool and in the end I always root for the good guys (hopefully the good guys). That what it means to me to be a non adversial DM, to be a DM that wants his players to have fun and not "win" the game. But there's another face the DM has to wear as well. The DM plays the evil guys after all and he's also that cruel twisting element of fate that tend to befall true heroes before their eventual triumph. In that role the DM sets up terrible deathtraps the players have to overcome, creates villains that pester and frustrate them over levels and years before they can finally be beaten, brings back nemesi at the worst moments, brings back every bad turn the PC's have taken to bite their collective or individual ass, maims then, runs them into unexpected complications, destroys their items and tempts them with evil. But even then the game is cooperative to me in that sense, that it is only possible when the players trust their DM that all the terrible stuff he does in the end serves to improve the game. And of course it does, we all now the elation of finally overcoming a frustration, how we become more involved with a real challenge, the fondness of something we gained through real accomplishment. I've killed 5 PC's through the last two sessions (in a group with four players, one of them didn't loose her char), but I'm no adversial DM. [/QUOTE]
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