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General Tabletop Discussion
Character Builds & Optimization
Should we build for our players?
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<blockquote data-quote="Piratecat" data-source="post: 3195760" data-attributes="member: 2"><p>Modeling an incredibly complex world that none of your players want to adventure in can be fun in its own right, but is really intellectual masturbation if your goal is to play D&D. </p><p></p><p>I think that a DM's world should please both players and DM, but I'd lean a little more towards the players. After all, they aren't the ones with the control. If a DM then wants to introduce a favorite culture or plot device, that's easy for him to do while giving PCs a change to avoid it -- but you need player trust and buy-in to really make your world sing. That's hard to get if they aren't interested in the initial setting.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 3195760, member: 2"] Modeling an incredibly complex world that none of your players want to adventure in can be fun in its own right, but is really intellectual masturbation if your goal is to play D&D. I think that a DM's world should please both players and DM, but I'd lean a little more towards the players. After all, they aren't the ones with the control. If a DM then wants to introduce a favorite culture or plot device, that's easy for him to do while giving PCs a change to avoid it -- but you need player trust and buy-in to really make your world sing. That's hard to get if they aren't interested in the initial setting. [/QUOTE]
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Should we build for our players?
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