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The Culture of Third Edition- Good or Bad?
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<blockquote data-quote="I'm A Banana" data-source="post: 1477995" data-attributes="member: 2067"><p>Bingo.</p><p></p><p>And this:</p><p></p><p></p><p>I think is unfair to the players. Now, admittedly, this is just my personal opinion, but I'm under the impression that the majority of DM's *choose* to be DM's. They like it. That 10-20 hours per week is part of their enjoyment of the game, especially when they see it played out on that 4-6 hour session at the end of all of it. I know that's why I DM -- I enjoy the process of making a story to send the characters through. No one makes me do it, so I should not really expect everyone to bend to my indomitable will just because I spend more time on it. I'm not entitled to unquestioning loyalty just because I spend more time doing it, I believe. If there is a problem with spending those 10-20 hours per week, and then having players who have their own desires and ways to have fun disagree with me, for my milage, it's time to give them the reigns and see what they can do with the DM helm for a while. If I can't give them an explanation, I've gotten far to caught up in the sacred flavor of my game that it'll quickly stop being fun for them (my players, like me, enjoy an explanation for things).</p><p></p><p>Not every group is like that, of course. But it's not *bad* to be like that.</p><p></p><p>An' finally:</p><p></p><p></p><p>Well, you could try being honest: "Druids are integral to the plot I'm developing, and I'd rather not have players have easy access to all the secrets."</p><p></p><p>Or you could try that if any player wanted to play a druid, they were not party to the secrets and evil happening within the organization. Perhaps they hail from a bumpkin part of the organization that doesn't get as much info (such as a small-town police officer vs. the FBI), or they're just not in the inner circle as much (being an adventurer and all is not really conducive to keeping up with the inner politics of Druids), or even just roll with it -- let them find out the villainous secrets of the organization they claim to be a part of, and see what happens as they are pulled in two different directions.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1477995, member: 2067"] Bingo. And this: I think is unfair to the players. Now, admittedly, this is just my personal opinion, but I'm under the impression that the majority of DM's *choose* to be DM's. They like it. That 10-20 hours per week is part of their enjoyment of the game, especially when they see it played out on that 4-6 hour session at the end of all of it. I know that's why I DM -- I enjoy the process of making a story to send the characters through. No one makes me do it, so I should not really expect everyone to bend to my indomitable will just because I spend more time on it. I'm not entitled to unquestioning loyalty just because I spend more time doing it, I believe. If there is a problem with spending those 10-20 hours per week, and then having players who have their own desires and ways to have fun disagree with me, for my milage, it's time to give them the reigns and see what they can do with the DM helm for a while. If I can't give them an explanation, I've gotten far to caught up in the sacred flavor of my game that it'll quickly stop being fun for them (my players, like me, enjoy an explanation for things). Not every group is like that, of course. But it's not *bad* to be like that. An' finally: Well, you could try being honest: "Druids are integral to the plot I'm developing, and I'd rather not have players have easy access to all the secrets." Or you could try that if any player wanted to play a druid, they were not party to the secrets and evil happening within the organization. Perhaps they hail from a bumpkin part of the organization that doesn't get as much info (such as a small-town police officer vs. the FBI), or they're just not in the inner circle as much (being an adventurer and all is not really conducive to keeping up with the inner politics of Druids), or even just roll with it -- let them find out the villainous secrets of the organization they claim to be a part of, and see what happens as they are pulled in two different directions. [/QUOTE]
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