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The Guards at the Gate Quote
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<blockquote data-quote="OnlineDM" data-source="post: 5767056" data-attributes="member: 90804"><p>In case it helps people interpret the effect of Wyatt's infamous quote one way or the other, I'm a DM who really only started in RPGs with 4th Edition (I had looked at 3.0 years ago but never got a game going). I read the 4th Edition Dungeon Master's Guide cover to cover before I started running games.</p><p></p><p>I've now been running games regularly for about 20 months, and I think my players regard me as a good DM. I've run games for a wide variety of players - home groups, online groups, FLGS groups, convention groups. I've run pre-published adventures and adventures I've written myself.</p><p></p><p>I've absolutely included "talk to the gate guards" types of things in my games. Sometimes we've breezed right through them quickly or ignored them altogether, and sometimes the players have spent a lot of time getting into them. Both ways were fun for their respective groups.</p><p></p><p>All I'm saying is that I, for one, did not end up taking Wyatt's "no gate guards" comment at face value. I, being a DM who learned to run the game from the book in question, never walked away thinking that my adventures should not include the opportunity to talk to gate guards or explore big dungeons. I did walk away with the impression that I should skip over things that are likely to be boring for my players (and for myself) and get to the stuff that will be more fun.</p><p></p><p>So, here's at least one case study for a person learning to run the game from the book, who read that quote and did not take it literally but instead understood the spirit of what the book as a whole was trying to convey. And I think I'm a better DM for it.</p></blockquote><p></p>
[QUOTE="OnlineDM, post: 5767056, member: 90804"] In case it helps people interpret the effect of Wyatt's infamous quote one way or the other, I'm a DM who really only started in RPGs with 4th Edition (I had looked at 3.0 years ago but never got a game going). I read the 4th Edition Dungeon Master's Guide cover to cover before I started running games. I've now been running games regularly for about 20 months, and I think my players regard me as a good DM. I've run games for a wide variety of players - home groups, online groups, FLGS groups, convention groups. I've run pre-published adventures and adventures I've written myself. I've absolutely included "talk to the gate guards" types of things in my games. Sometimes we've breezed right through them quickly or ignored them altogether, and sometimes the players have spent a lot of time getting into them. Both ways were fun for their respective groups. All I'm saying is that I, for one, did not end up taking Wyatt's "no gate guards" comment at face value. I, being a DM who learned to run the game from the book in question, never walked away thinking that my adventures should not include the opportunity to talk to gate guards or explore big dungeons. I did walk away with the impression that I should skip over things that are likely to be boring for my players (and for myself) and get to the stuff that will be more fun. So, here's at least one case study for a person learning to run the game from the book, who read that quote and did not take it literally but instead understood the spirit of what the book as a whole was trying to convey. And I think I'm a better DM for it. [/QUOTE]
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