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Supplemental books: Why the compulsion to buy and use, but complain about it?
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<blockquote data-quote="Hussar" data-source="post: 6401339" data-attributes="member: 22779"><p>Naw, heck, I limit things all the time. I put on all sorts of restrictions in my campaign. The difference is, I'm pretty willing to drop any restriction given a decent enough reason. If my only argument against the player boils down to, "Well, I'm the DM, so my view wins" I view that as a failure on my part. If I cannot convince the player through a mature conversation that the reasons I don't have X in the game are valid, then, well, I'll let him or her have whatever they want. </p><p></p><p>See, the funny thing is KarinsDad, up until the past three years or so, I was pretty much 100% DM. So, it would be rather difficult for me to be anti-DM. OTOH, like many people here, I've been gaming for about thirty years, most of that as a DM, in many, many groups and numerous systems. Telling me that you know better than I do how to make sure that everyone at the table is having fun just because you happen to be wearing the big daddy pants this week is pretty insulting. I play in a group where, in actual fact, I'm one of the <em>junior</em> members of the group. That thirty plus years of gaming doesn't make me the most experienced at table. </p><p></p><p>It would be ludicrous for me to try to play the "Well, I'm the DM, so, I'm right" card. Good grief, collectively, there's about a century of DMing experience on the PLAYER'S side of the table. Me trying to claim any superior knowledge, again, just because I'm the DM? Yeah, not going to happen. </p><p></p><p></p><p></p><p>To be honest, it so rarely comes up. Now, since your player didn't know that her culture didn't have a king, I assume that this was never established in game. So, how would it hurt the game to go with her idea? She adds a king to your culture, and you roll with it. Fantastic. The contradiction only exists in your head, because no one at the table knows (again, I'm assuming here.) Now, it's up to the player to not contradict any established campaign material, since that's bad form, obviously.</p><p></p><p>I mean, in the Dark Sun campaign I'm playing, I worked with the DM to add a quest for a magic item to my character (actually, I wanted to start with the item, but, it was a rare and the DM ruled that I couldn't start with it). So, fine, I had this quest and I eventually completed the quest and found the item. I then, out of the blue, added the idea that the item was part of a set, with another item linked to it and finding this first item brings connections to this second item. I didn't ask the DM beforehand, I just announced it at the table. Now, the DM could have ruled that I was mistaken, that the rumours I talked about were false, but, the DM rolled with it and now that second quest is a major element of the campaign. All because I have the confidence and the trust of the DM to add in things like that and we work together to build the campaign.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6401339, member: 22779"] Naw, heck, I limit things all the time. I put on all sorts of restrictions in my campaign. The difference is, I'm pretty willing to drop any restriction given a decent enough reason. If my only argument against the player boils down to, "Well, I'm the DM, so my view wins" I view that as a failure on my part. If I cannot convince the player through a mature conversation that the reasons I don't have X in the game are valid, then, well, I'll let him or her have whatever they want. See, the funny thing is KarinsDad, up until the past three years or so, I was pretty much 100% DM. So, it would be rather difficult for me to be anti-DM. OTOH, like many people here, I've been gaming for about thirty years, most of that as a DM, in many, many groups and numerous systems. Telling me that you know better than I do how to make sure that everyone at the table is having fun just because you happen to be wearing the big daddy pants this week is pretty insulting. I play in a group where, in actual fact, I'm one of the [i]junior[/i] members of the group. That thirty plus years of gaming doesn't make me the most experienced at table. It would be ludicrous for me to try to play the "Well, I'm the DM, so, I'm right" card. Good grief, collectively, there's about a century of DMing experience on the PLAYER'S side of the table. Me trying to claim any superior knowledge, again, just because I'm the DM? Yeah, not going to happen. To be honest, it so rarely comes up. Now, since your player didn't know that her culture didn't have a king, I assume that this was never established in game. So, how would it hurt the game to go with her idea? She adds a king to your culture, and you roll with it. Fantastic. The contradiction only exists in your head, because no one at the table knows (again, I'm assuming here.) Now, it's up to the player to not contradict any established campaign material, since that's bad form, obviously. I mean, in the Dark Sun campaign I'm playing, I worked with the DM to add a quest for a magic item to my character (actually, I wanted to start with the item, but, it was a rare and the DM ruled that I couldn't start with it). So, fine, I had this quest and I eventually completed the quest and found the item. I then, out of the blue, added the idea that the item was part of a set, with another item linked to it and finding this first item brings connections to this second item. I didn't ask the DM beforehand, I just announced it at the table. Now, the DM could have ruled that I was mistaken, that the rumours I talked about were false, but, the DM rolled with it and now that second quest is a major element of the campaign. All because I have the confidence and the trust of the DM to add in things like that and we work together to build the campaign. [/QUOTE]
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