The DM's Province

Mark said:
All of that said, what are your feelings about what should remain completely in the province of the DM to determine?
This can only be answered for individual groups (yeah yeah, I know - big duh here).

For us, the DM pretty much decides most things, but takes into consideration the players' input. What setting(s), what books, alignment restrictions, etc. If the players don't like it, they can walk away (of course, with more than a decade behind us, we all know what each other likes...).

As Buttercup noted - the DM puts *way* more work into the game, so his/her vote counts more than anyone else's. And, as another poster noted above, the game will definitely suck if the DM isn't having any fun (the game can still go well even if one or two players aren't having fun that session).

Edit: One note though, is what the PCs do. For our group, this is *entirely* up to them. The DM does not lead them by the nose - all decisions on what to do and where to go is entirely up to the players. Do they want to go seafaring for a while? Fine. Do they want to find lost tombs? Fine. Do they want to explore the savage north? That's fine, too. The DM then introduces challenges that occur while they are doing their thing (it could lead them away from what they are doing, but that adds to the surprise, and the PCs can always go back later).
 
Last edited:

log in or register to remove this ad

We cumulatively (sp?) pick the system and the genre. Then we decide who will DM it. Then it is up to that person to fulfill the genre properly.

For example, I usually run games during the semester when we have more players and other people run over breaks.

This fall everyone wanted d20 horror, and I knew this about six months ago.

Here is what I came up with:
Setting: Gothos
Alternate Rules:
Sorcerer's and Clerics or Chaotic Gods use the rules from wild spell craft.
Blight magic is available, but not recommended.
Books The Players Can Read:
The Hunt: Rise of Evil
PHB
Wild Spellcraft
Blightmagic
Anything from any other source must be individually reviewed and approved by the DM.

We run this way because when we tried being a complete democracy noone ever got anything they wanted. So now whoever is running the game controls what does and does not go in the game.
 

What sould remain the DM's Province?

The simple answer is nothing. After all, even at its most basic components, this is a game with mutliple people who want different things out of the game so everything is open for debate.

Now that's not my answer mind you.:D

For me, it's rules. I'm always open to debate but there will never be a time when I say that X is too powerful/stuipid/inappropriate etc... and allow the players to vote on it or something along those lines.

My problem is that I often don't say X is too powerful, but say that X is too powerful for character Y because I've allowed him A,B, and C from book R, T, and S but character B can take it because it fits his concept.
 

Lots of good stuff. I'm particularly interested in the "How our group does it" answers. Give me more, please. I'm keen to know! :)
 

Some stuff from my table....

Here are some excerpts from my welcome packet that I give to each player when they decide to play at my table.

Gaming Style.

First and foremost D&D is a game, it is a game of make believe people and monsters - over simplified, it is like playing pretend when we were kids except there are some rules. To play the game right we need someone who is willing to act as a referee of sorts – in my game that person is me.

Gregory’s Game Master Theory.

We all have many and varied ideas as to what is fun, some like combat, some like politics, some like role-playing, investigation, and even romance. I view it as my job as the GM to find out what the players like and make it happen in game. I make it my goal to de-conflict and balance any divergence of an individual character's ideas, alignments, powers, abilities and goals with those of the party, if they differ greatly. I will make the party composition and its continued collective effort and focus on/towards common goal(s) believable. It is important to me that it is possible for each individual character to express his different beliefs and or play his architype within the party framework without resorting to in-party fightingor jeleousy. There will be an in game reason for them to stay focused and cooperative.

I want to have the best game possible and for that I need the best players and their ideas. I view my campaign like any other I have run, as a collaboration of our group’s ideas and not solely mine.

****BIG NOTE HERE****WHile I care what my players want in terms of game direction there are going to be some times when you'll have to just trust me and drive on with a scene or secenario/encounter.

I want a game that expresses a joint vision of the game master and the player's desires. With that in mind it is my vision for the players to develop their characters with the maximum latitude possible but within the agreed upon framework of our collaborated story. I will make the challenges, facilitate the characters goals and will ask for their thoughts when developing plots or seeds.

I want the characters to participate in the world that they live in, to have goals and dreams of their own and to actively work towards them. By working toward their goals the players, through their characters will in turn influence the direction and overall tone of the game. (AND my guys have chosen an evil game at this point, which is fine by me) The NPC’s in the game world will react too the players actions and act according to their own beliefs.

I see my players eventually becoming leaders of armies, participating in and maybe even winning great battles. I see them as grand adventurers exploring and taming the uncharted parts of the world. As the game progresses, I see them establishing cites of their own, managing resources, construction, making laws and enforcing them, protecting (or expoiting them as is currently tht case) the citizenry and claiming further lands in their own names.

Once the characters establish freeholds and such they can make new lower level characters to live in the areas that they themselves have conquered. I think that this will fill a hole in the D&D game because the players will have inside information and an attachment to their home, race and nation. They will be the sons, daughters and protégée’s of the original group and will interact with and assist their elders accomplishing dangerous missions and I will then alternate game sessions between the two (or more) sets of characters. I want the game to progress to epic level if possible

Mechanics.

We all sat down at “session zero” and discussed what variant rules if any we would use…what books were and were not acceptable and such so that there was a commonality of purpose and agreement upon a standard.

I pretty much allow almost anything that is D20 in my game…at least at first…if it doesn’t work out after a trial period we find a fix for the change.

Character Creation.

I have a very liberal view of character generation. I think that players tend to put more effort into a character and more work into the background and development if they have the maximum latitude in creation. You are free to come up with almost any type of character within the following guidelines:

Ability scores can be generated using any methods including none at all, that’s right, I let them just choose their stats. They can use a dice or point buy method if they want. Ironically, since I don’t “witness” rolls (I figure its their fun if cheating is a component of that then have at it) those who simply choose or make up their stats based upon a concept they have in mind tend to have more realistic scores than the ones who insist that they roll. I’d say that those saying they rolled (the one’s with multiple 18’s and no negative mod’s) are probably just saying it because it makes them feel better about power gaming, while the choosers make up something that will withstand the scrutiny of their peers knowing they just made them up.

I also want everyone to know up front before you take any skills or feats that if a skill, feat, classes, weapons etc., if it is in a D&D or D20 product you are free to take it. This includes equipment, too. However, please let me know the particulars before you try to use it in game.

Table Conventions.

Rule 1: I will roll all DM rolls in full view of the group in the spirit of fairness. I say this because while I take no pleasure in killing a PC I will not change the outcome of variables to save one either.


Rules Discussions.

While I understand the role of the game master as an arbitrator and interpreter of the sacred rules, I do not consider myself the absolute authority on game mechanics. I welcome your questions, input and even your opposing view or interpretation and will gladly discuss the philosophy of roll playing and D&D anytime. However, during play, I will use the following method: You can make a challenge at any time, however, you only have 1 minute to make your case (i.e., SHOW ME). When the time is up I will make a ruling and it will stand for the session. Information provided outside this window will not be considered and the ruling will have to stand. While debating the philosophy of the game mechanic is thrilling for me and I love to hash out the theories involved in the rules, in game this is just not the case. You want to do that come over or call anytime and we can give one another an earful but in game…well, let’s play.
 

In our group originally the game was completely driven by the DM. He created the adventures or picked the modules, set up the world and what it included. Now the DM was myself and one other in the group. Once 3rd edition came out, the world was readjusted but again by the DM. Now, we are having a major Earth shattering event and all the players will have a say when the event is over. The main reason I chose this was over the last year or two I was the DM more often than not, and I had designed the world around my interests and the elements I thought were cool. This also required alot of work, and now I would rather share that with the group. So, we have all agreed that after this earth changing event, everyone will have a say. As far as rules and interpretation we have a few rule lawyers, so those points are usually decided amongst them. I am more into the fun then the letter of the law...
 

Early in my DM days I let the actions of the player direct the game did not think of the big picture, the players played for the enjoyment of the game.

Now, I see a story and try to direct the players in it to accomplish a set goal. It is more like writing a book or making a movie.
 

I will let a player give me an argument as to why I am reading a rule wrong and if I'm wrong I'll admit it and change the ruling.

Things I don't budge on.
1. House rules that I feel are necessary to maintain the "spirit" of the game world I'm running. There are no dwarven wizards or sorcerers period in Greyhawk so I don't let the players take those. True ressurection does not exist except in the mightiest of artifacts. It's not a ninth level spell and no cleric can cast it.

2. Books - I may disallow some feats from 3rd party books or some books all together. That's really now a problem, since I buy EVERYTHING that we game with save for one PHB a player bought. If someone buys Savage Species for some reason and bring it to the table I'm going to disallow it. If someone brought a 3.5 PHB I'd tell them we aren't using the classes from that book, just a few rules and spells so don't expect to load up on 3.5 stuff. No mystic theurge's for me thank you. It's a 3.0 game since that's what I have to work with and I have no desire to upgrade. Don't like it? You want a will 'o wisp Barbarian/Druid/Monk? Sorry but you will have to find another game for that stuff.

3. There are no do overs, saves or anything like that. The dice abandoned you during the climatic battle of your PC's life? Sorry, rolling 1's suck for everyone but we are not going to redo the whole battle like we hit the quickload button on Neverwinter Nights.
 

Usually how games are set up around here, is a DM will say "I am running _______ Setting, with ________ in mind", & then players will either hop on, or avoid the game.
 

Flexor the Mighty! said:

3. There are no do overs, saves or anything like that. The dice abandoned you during the climatic battle of your PC's life? Sorry, rolling 1's suck for everyone but we are not going to redo the whole battle like we hit the quickload button on Neverwinter Nights.

This is a worthy quote for a few reasons. When I TPKed my party with a high level necromancer and their bad dice rolls killed em, I could've used this right here.

On another level, it's why I stopped playing Neverwinter Nights. It's a great, cool game but as a D&D Emulation that ability to reload fails and because it can't take into account human acitvity and fudge, the interaction fails IMO.
 

Remove ads

Top