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Supplemental books: Why the compulsion to buy and use, but complain about it?
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<blockquote data-quote="Piratecat" data-source="post: 6402475" data-attributes="member: 2"><p>I see a huge difference between the DM having a vision that he'd like the players to adhere to, and the DM being generally dismissive of player agency. I <em>love</em> it when the players change the world. For me, that's the whole point of our D&D campaigns. That's an entirely separate issue for me than setting guidelines for character generation.</p><p></p><p>For instance, I'm running two campaigns right now set in the same campaign world, a huge and incredibly civilized empire. One group is a bunch of ex-criminals forced to join the Grey Guard (similar to Game of Thrones' Night Watch; they're an organization of monster hunters made up of petty criminals and miscreants who join for life in exchange for their crimes being pardoned), and the other group are the children of the most prosperous merchant family in the empire. In the first group, if someone had wanted to bring in a PC who wasn't in the Grey Guard, I'd have said no. In the second group, if someone had wanted to bring in a primitive and fur-clad half-orc barbarian from the far north, I'd have said no. Dogmatic? I dunno. But the PCs' actions in both groups have fundamentally changed the campaign world in hundreds of different ways. Adhering to a campaign vision is really quite different than being a control freak who insists on keeping the PCs under his thumb (my words, not yours.)</p></blockquote><p></p>
[QUOTE="Piratecat, post: 6402475, member: 2"] I see a huge difference between the DM having a vision that he'd like the players to adhere to, and the DM being generally dismissive of player agency. I [i]love[/i] it when the players change the world. For me, that's the whole point of our D&D campaigns. That's an entirely separate issue for me than setting guidelines for character generation. For instance, I'm running two campaigns right now set in the same campaign world, a huge and incredibly civilized empire. One group is a bunch of ex-criminals forced to join the Grey Guard (similar to Game of Thrones' Night Watch; they're an organization of monster hunters made up of petty criminals and miscreants who join for life in exchange for their crimes being pardoned), and the other group are the children of the most prosperous merchant family in the empire. In the first group, if someone had wanted to bring in a PC who wasn't in the Grey Guard, I'd have said no. In the second group, if someone had wanted to bring in a primitive and fur-clad half-orc barbarian from the far north, I'd have said no. Dogmatic? I dunno. But the PCs' actions in both groups have fundamentally changed the campaign world in hundreds of different ways. Adhering to a campaign vision is really quite different than being a control freak who insists on keeping the PCs under his thumb (my words, not yours.) [/QUOTE]
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Supplemental books: Why the compulsion to buy and use, but complain about it?
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