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Supplemental books: Why the compulsion to buy and use, but complain about it?
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<blockquote data-quote="Grainger" data-source="post: 6400455" data-attributes="member: 6779234"><p>If there's a number one rule of DMing, it's this: <u>it's the DM's job to make sure all the players are having fun</u>. That's like the Prime Directive of DMing. So when we talk about the DM restricting player options, or designing the game world, he/she has to bear this in mind at all times. It's often a fine line.</p><p></p><p>For example, if I fancied running an all-Rogue campaign, I wouldn't go ahead without considering if it would be fun for my players. As it's such a non-standard set-up, I would run the idea past them first.</p><p></p><p>However, as DM I have a right to have fun, and a huge part of the fun, for me, is designing a game world. So I reserve the right to choose the setting, and prohibit certain classes, equipment, etc. in the PHB. While doing this, I need to consider at all times whether this would create a game where the players couldn't have fun - if that would occur, then I've gone too far in my design, and I need to pull it back. And I always consider balance. For example, I have prohibited all metal armour types except chain, as I am representing a historical era before it was invented. However, to prevent Fighters and similar classes from getting a raw deal, I came up with a solution: they can buy armour with the cost and stats of those other armours, but these will be regarded as heavier-grade, or better quality chain. In this way, the fluff matches the setting, but the rules remain in balance; in other words, this is the simplest and most elegant possible way to represent that aspect of the game setting.</p><p></p><p>To give another example, I don't consider prohibiting Tieflings as forcing a situation where any player's fun is precluded. If they <em>must </em>play a Tiefling to have any fun, then frankly they're a poor player. There are megatonnes of options in the PHB, and the players will just to go with one of the other many, many choices. And if I can have fun with the world; if I can believe in my world, see it in my mind's eye, then it will be a much better campaign for the players. Allow me to have fun, and the game might shine. Make me miserable - chain me to design decisions made by the writers of the PHB or the MM that I really dislike* - and the game will be, at best, mediocre.</p><p></p><p>The DM shouldn't be a jerk. But the players shouldn't be jerks either by <em>demanding</em> to do something just because it's in Supplement #1234949239820, or even if it's in the PHB. They should give the DM the benefit of the doubt. But if the DM really is being unreasonable, and DMs certainly can be, then some of the suggestions upthread for dealing with it (basically raising the issue in a civil, rational manner) are good ones.</p><p></p><p></p><p></p><p></p><p>*Demons, devils, and similar creatures. Not for religious reasons; I just think they're stupid.</p></blockquote><p></p>
[QUOTE="Grainger, post: 6400455, member: 6779234"] If there's a number one rule of DMing, it's this: [U]it's the DM's job to make sure all the players are having fun[/U]. That's like the Prime Directive of DMing. So when we talk about the DM restricting player options, or designing the game world, he/she has to bear this in mind at all times. It's often a fine line. For example, if I fancied running an all-Rogue campaign, I wouldn't go ahead without considering if it would be fun for my players. As it's such a non-standard set-up, I would run the idea past them first. However, as DM I have a right to have fun, and a huge part of the fun, for me, is designing a game world. So I reserve the right to choose the setting, and prohibit certain classes, equipment, etc. in the PHB. While doing this, I need to consider at all times whether this would create a game where the players couldn't have fun - if that would occur, then I've gone too far in my design, and I need to pull it back. And I always consider balance. For example, I have prohibited all metal armour types except chain, as I am representing a historical era before it was invented. However, to prevent Fighters and similar classes from getting a raw deal, I came up with a solution: they can buy armour with the cost and stats of those other armours, but these will be regarded as heavier-grade, or better quality chain. In this way, the fluff matches the setting, but the rules remain in balance; in other words, this is the simplest and most elegant possible way to represent that aspect of the game setting. To give another example, I don't consider prohibiting Tieflings as forcing a situation where any player's fun is precluded. If they [I]must [/I]play a Tiefling to have any fun, then frankly they're a poor player. There are megatonnes of options in the PHB, and the players will just to go with one of the other many, many choices. And if I can have fun with the world; if I can believe in my world, see it in my mind's eye, then it will be a much better campaign for the players. Allow me to have fun, and the game might shine. Make me miserable - chain me to design decisions made by the writers of the PHB or the MM that I really dislike* - and the game will be, at best, mediocre. The DM shouldn't be a jerk. But the players shouldn't be jerks either by [I]demanding[/I] to do something just because it's in Supplement #1234949239820, or even if it's in the PHB. They should give the DM the benefit of the doubt. But if the DM really is being unreasonable, and DMs certainly can be, then some of the suggestions upthread for dealing with it (basically raising the issue in a civil, rational manner) are good ones. *Demons, devils, and similar creatures. Not for religious reasons; I just think they're stupid. [/QUOTE]
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