I've not watched more than a few minutes of Critical Role. But as best I understand it, from how I've seen it described, the answer is yes.Matthew Mercer's D&D games in Critical Role are too railroady for you.
I've not watched more than a few minutes of Critical Role. But as best I understand it, from how I've seen it described, the answer is yes.Matthew Mercer's D&D games in Critical Role are too railroady for you.
Fair enough. I get it now. Matthew Mercer's D&D games in Critical Role are too railroady for you. Understood.
Straw man. You're taking a reasonable claim (DMs and players are partners) and spinning it in an exaggerated, hostile way.
No, my response and yours are absolutely not the same things. You truly must believe that Mercer's D&D games are too railroady for you because I've repeatedly described my style as like his (I do prefer a bit more action, but in terms of treating and working with my players, same). I try to run my games, and I feel that most DMs also do, the same way Matt does. Matt, IMO, is an excellent DM.You would never do that!
I like your bossiness, I can see how you came to run a billion dollar company.No, my response and yours are absolutely not the same things. You truly must believe that Mercer's D&D games are too railroady for you because I've repeatedly described my style as like his (I do prefer a bit more action, but in terms of treating and working with my players, same). I try to run my games, and I feel that most DMs also do, the same way Matt does. Matt, IMO, is an excellent DM.
So, if you don't think Mercer is a railroady DM, then you wouldn't think I am either. In fact, you wouldn't logically think most DMs are.
See we can clear all this up right now. In terms of railroady-ness, what do you think of Matt Mercer as a DM?
Someone's getting fussy.I like your bossiness, I can see how you came to run a billion dollar company.
Perhaps you should. Then maybe you wouldn't have such a bizarre view of D&D DMs.I've never seen even a second of Critical Role or any other podcast game.
Noted. I'll try harder.PS I think you messed up the quotes, you have me saying what you said. Easily done, multiquoting is weird.
What view do you think I have expressed?Perhaps you should. Then maybe you wouldn't have such a bizarre view of D&D DMs.
I’m sure the players enjoy them, but the way they’ve been described to me, I don’t think would really be what I’m looking for.Fair enough. I get it now. Matthew Mercer's D&D games in Critical Role are too railroady for you. Understood.
What view do you think I have expressed?
"Colleague" and "partner" far more accurately reflect the GM-player relationship in a good game, IMO, which applies to most D&D games.
Ah yes, I definitely consider myself a colleague and partner of someone when they decide the entire premise of what we do and have a complete veto over all my declarations and even whether the rules we have nominally agreed to remain in force at any given moment. Very collegial.
I would add to this - at least back in the day (many days ago!), I found that when players (especially new players) did try to come up with motivations for their PCs, the GMs would tend to ignore them, or run roughshod over them. At worst, those sorts of players were characterised as "problem players" because they did not just expect the GM to provide a story/adventure that they would follow.My experience from playing in other GMs games and what I hear from most people in my circles and see online are that most people play in fairly linear games. I also have experienced that a lot of players assume the GM is supposed to provide them with a story/adventure and have trouble coming up with firm motivations for their characters. This isn't really D&D specific - it's pretty much hobby wide outside of a few subcultures.
I thank and applaud you for giving a simple, clear answer that instantly puts our differences into perspective.My experience from playing in other GMs games and what I hear from most people in my circles and see online are that most people play in fairly linear games. I also have experienced that a lot of players assume the GM is supposed to provide them with a story/adventure and have trouble coming up with firm motivations for their characters. This isn't really D&D specific - it's pretty much hobby wide outside of a few subcultures.
When I have watched Critical Role or Adventure Zone the players seem very passive by my standards and seem to be reading the GM for what they should do next. There's nothing wrong with that, but it does not appeal to me outside of convention play.