Keifer113 said:So you don't believe a DM should control what magic items the party has access to? Which is what I presume you are referring to when you say I am a control freak lol. I let them choose in the game what path they get to take. If anything, I wish they would roam around and talk to more people. I agree about DM's who totally control the game to the point to where they might as well be telling a story.
At the same time, a DM has to exert control to move the plot along. What happens if the players decide to try and climb a wall, and keep missing the DC over and over and over, and then give up, not realizing they have to go that way? As DM, I never give out DC's, so I can juggle and fudge things. Same with combat. No one wants to die when the wandering monster kobold crits you, backs it up, and scores max damage. This is part of being a control freak IMHO.
The groups other DM used to always write adventures where no matter what you did, you always went from A to B to C to D. We as players pretty much were along for the ride. Then he wrote a great Ravenloft adventure, and instead of us doing some investigating, we pretty much waited around for him to move us along. I felt he was frustrated, as much as we were, because we had been so used to the old method.
In games where we start at a higher level, DMs in the group I've been playing in let players control the loadout, but we have veto power over things that might be overkill. We have had one case in the past three years where one character completely dominated over the rest, and that was in a hack and slash City of the Spider Queen game, otherwise we've been pretty balanced using this method.
We also play that if you die during a random encounter, you're really dead, and each individual group of characters has to come up with a new interesting way to divide treasure (which makes for some fun).
We've been doing this together for about 5 years, in about 7 different campaigns, so for us it seems to work out pretty well.