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The DM is Not a Player; and Hot Topic is Not Punk Rock
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<blockquote data-quote="loverdrive" data-source="post: 8155712" data-attributes="member: 7027139"><p>Okay, I'm gonna jump into analogy land.</p><p></p><p>I run a small, but professional (and I guess I can say successful) software company. Yeah, I do have power -- there's no one in the company with more power than me, but I take effort to make that fact not big of a deal, so... Hm, maybe it's better to approach from opposite direction.</p><p></p><p>I expect people I work with to do more than just solving clearly-cut problems at hand, I want them to share ideas, point out bad decisions and problems that aren't instantly noticeable. I want people to step up and raise concerns, not only about technical viability of a new feature, but "do we really need this naughty word?".</p><p></p><p>So, the hiring process, salaries and my decision-making process are clear to everyone in the company -- specifically to blur the lines between the boss and everyone else. I don't want people to be scared of speaking or taking action.</p><p></p><p></p><p>Of course, there are other types of companies, God knows, I've worked at some of them, and, of course, there's nothing in the law that requires businesses to be, uhm, "horizontal", but I believe that this approach produces better results with less effort.</p><p></p><p>Soooo....</p><p></p><p>When I GM, I want my players to speak up, take action and introduce cool things in the game world. I don't want them to hesitate to talk about the distant land their character is from or about the ways the Ironclad Rebellion fought the Queen-Goddess of the Blackstone City. So if the player pulls, say, catacombs beneath the city that the Rebellion used to hide, out of their ass I want them to expect that I'll run with it and not that I'll try to cockblock them or something.</p><p></p><p>Or when they feel like monster's AC is too high (or too low) or some NPC's actions don't make sense. If they feel it and stay silent, then I wouldn't know about that -- I wouldn't know that I screwed up in describing or establishing something.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8155712, member: 7027139"] Okay, I'm gonna jump into analogy land. I run a small, but professional (and I guess I can say successful) software company. Yeah, I do have power -- there's no one in the company with more power than me, but I take effort to make that fact not big of a deal, so... Hm, maybe it's better to approach from opposite direction. I expect people I work with to do more than just solving clearly-cut problems at hand, I want them to share ideas, point out bad decisions and problems that aren't instantly noticeable. I want people to step up and raise concerns, not only about technical viability of a new feature, but "do we really need this naughty word?". So, the hiring process, salaries and my decision-making process are clear to everyone in the company -- specifically to blur the lines between the boss and everyone else. I don't want people to be scared of speaking or taking action. Of course, there are other types of companies, God knows, I've worked at some of them, and, of course, there's nothing in the law that requires businesses to be, uhm, "horizontal", but I believe that this approach produces better results with less effort. Soooo.... When I GM, I want my players to speak up, take action and introduce cool things in the game world. I don't want them to hesitate to talk about the distant land their character is from or about the ways the Ironclad Rebellion fought the Queen-Goddess of the Blackstone City. So if the player pulls, say, catacombs beneath the city that the Rebellion used to hide, out of their ass I want them to expect that I'll run with it and not that I'll try to cockblock them or something. Or when they feel like monster's AC is too high (or too low) or some NPC's actions don't make sense. If they feel it and stay silent, then I wouldn't know about that -- I wouldn't know that I screwed up in describing or establishing something. [/QUOTE]
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