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Survivor Dungeon Masters -- discussion
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<blockquote data-quote="Gradine" data-source="post: 8385114" data-attributes="member: 57112"><p>For me, being the DM means being equal parts the PC partys' cheerleader but also their worst nightmare. I'm there to provide them individual and collaborative moments to shine and overcome tremendous obstacles. I'm unlikely to fudge things in the party's favor unless I've <em>drastically </em>misunderstood the deadliness of the encounter I've designed for them, but that's very rare, as I tend to stack encounters in the players' favor (in such that, when there are cool things to do apart from hitting each other, they're usually there for the players to use on their enemies). </p><p></p><p>I'm a strong believer that the game must be <strong><em>fun. </em></strong>Now, that could mean many different things; major setbacks, seemingly overwhelming obstacles, significant loss... these can both be and lead to great fun. But if the session isn't fun because the dice majorly screwed them, or the encounter was poorly designed, or the players failed to take whatever bait and simply wander aimlessly? That's not fun for anybody*, and there is nobody better positioned to fix those issues and bring back the fun than the DM. It's their job to do it.</p><p></p><p>Typically though, I'll only fudge rolls or stats in order to move along a combat that has passed its expiration date, and even then only for creatures that fight to the death (since there are better ways to end stale combat against creatures who will, for instance, flee or surrender). Once again, keeping up the fun means keeping up the pace. </p><p></p><p>As for "soft" railroading, well, there are ways around and/or through that. My players somehow miss the call to adventure? Well, it just so happens that <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/TheCallKnowsWhereYouLive" target="_blank">The Call Knows Where They Live.</a> Tactics like this and others, such as Schrodinger's plots, can help avoid or at least conceal the rails. </p><p></p><p>This is just of course the playstyle that works best for me and the players that I've encountered and had the privilege of DMing. Stuff like sandbox campaigns require a different framework altogether, which is why I do not run sandbox campaigns. And of course *there are always going to different strokes from different folks, and that certainly older traditions of DMing lean more on the gamified aspect and in general the more deadly nature of earlier editions. </p><p></p><p>But as a DM myself, I have to walk that tight line between wanting my players to succeed while also making it as difficult as possible to succeed while still not being impossible. I root my for players. And if I'm a player at a table where the DM does not root for my character, then I'm probably not returning to that table.</p></blockquote><p></p>
[QUOTE="Gradine, post: 8385114, member: 57112"] For me, being the DM means being equal parts the PC partys' cheerleader but also their worst nightmare. I'm there to provide them individual and collaborative moments to shine and overcome tremendous obstacles. I'm unlikely to fudge things in the party's favor unless I've [I]drastically [/I]misunderstood the deadliness of the encounter I've designed for them, but that's very rare, as I tend to stack encounters in the players' favor (in such that, when there are cool things to do apart from hitting each other, they're usually there for the players to use on their enemies). I'm a strong believer that the game must be [B][I]fun. [/I][/B]Now, that could mean many different things; major setbacks, seemingly overwhelming obstacles, significant loss... these can both be and lead to great fun. But if the session isn't fun because the dice majorly screwed them, or the encounter was poorly designed, or the players failed to take whatever bait and simply wander aimlessly? That's not fun for anybody*, and there is nobody better positioned to fix those issues and bring back the fun than the DM. It's their job to do it. Typically though, I'll only fudge rolls or stats in order to move along a combat that has passed its expiration date, and even then only for creatures that fight to the death (since there are better ways to end stale combat against creatures who will, for instance, flee or surrender). Once again, keeping up the fun means keeping up the pace. As for "soft" railroading, well, there are ways around and/or through that. My players somehow miss the call to adventure? Well, it just so happens that [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/TheCallKnowsWhereYouLive']The Call Knows Where They Live.[/URL] Tactics like this and others, such as Schrodinger's plots, can help avoid or at least conceal the rails. This is just of course the playstyle that works best for me and the players that I've encountered and had the privilege of DMing. Stuff like sandbox campaigns require a different framework altogether, which is why I do not run sandbox campaigns. And of course *there are always going to different strokes from different folks, and that certainly older traditions of DMing lean more on the gamified aspect and in general the more deadly nature of earlier editions. But as a DM myself, I have to walk that tight line between wanting my players to succeed while also making it as difficult as possible to succeed while still not being impossible. I root my for players. And if I'm a player at a table where the DM does not root for my character, then I'm probably not returning to that table. [/QUOTE]
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