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The Guards at the Gate Quote
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<blockquote data-quote="GSHamster" data-source="post: 5766038" data-attributes="member: 20187"><p>But the ultimate end of this line of thinking is that no one can offer any advice because some group somewhere might find the advised-against behavior fun.</p><p></p><p>You should not run Monty Haul campaigns ... some groups enjoy getting tons of treasure.</p><p>You allow each character to shine ... some groups might like playing Superhero and henchman.</p><p>You should make sure characters are compatible ... some groups like infighting and group PvP.</p><p>You should have more than just combat encounters ... some groups might really enjoy just blasting through monsters.</p><p>You should make each enounter meaningful ... some groups like wandering around and shooting the breeze with Joe Random.</p><p>Give the PCs interesting, non-magic item rewards like land grants ... some groups hate anything that does not increase their characters' combat prowess.</p><p></p><p>To me it seems that when you are trying to teach someone to DM, you need to take a stand on some issues. Certain rules tend to lead to better games for most players. Leaving a new DM to flounder because everything is relative does her no favors.</p><p></p><p>I suppose you could hedge every single thing you write with caveats to avoid people taking offence, but it leads to less forceful, wishy-washy advice, in my opinion.</p></blockquote><p></p>
[QUOTE="GSHamster, post: 5766038, member: 20187"] But the ultimate end of this line of thinking is that no one can offer any advice because some group somewhere might find the advised-against behavior fun. You should not run Monty Haul campaigns ... some groups enjoy getting tons of treasure. You allow each character to shine ... some groups might like playing Superhero and henchman. You should make sure characters are compatible ... some groups like infighting and group PvP. You should have more than just combat encounters ... some groups might really enjoy just blasting through monsters. You should make each enounter meaningful ... some groups like wandering around and shooting the breeze with Joe Random. Give the PCs interesting, non-magic item rewards like land grants ... some groups hate anything that does not increase their characters' combat prowess. To me it seems that when you are trying to teach someone to DM, you need to take a stand on some issues. Certain rules tend to lead to better games for most players. Leaving a new DM to flounder because everything is relative does her no favors. I suppose you could hedge every single thing you write with caveats to avoid people taking offence, but it leads to less forceful, wishy-washy advice, in my opinion. [/QUOTE]
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