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General Tabletop Discussion
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The mentality of being a DM
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<blockquote data-quote="S'mon" data-source="post: 8238971" data-attributes="member: 463"><p>I generally try as far as possible to be a 'neutral arbiter' with the aim of creating an immersive fantasy world where PCs have the opportunity to become heroes (or villains), do great deeds and have a lasting impact. <a href="https://monstersandmanuals.blogspot.com/2012/02/you-are-responsible-for-your-own-orgasm.html" target="_blank">I'm not responsible for the players having fun</a>, but I'm responsible for creating an environment conducive to their fun and mine. I aim to be fair to the players without removing challenge - and fear, especially at low level. The experience of being low level buffeted by events and having to flee makes reaching high level and pushing back against the world much sweeter.</p><p></p><p>I try to avoid having a pre-set 'story', so I tend to avoid running APs which have something resembling a pre-written plot; I like sandboxy campaigns with an emergent story.</p><p>Some things I emphasise include geography & NPC characterisation. I don't use traps much, and I actively dislike puzzles so will avoid those. Whereas navigating a web of political intrigue or strategising over the war map is right up my alley. I'm good with hack & slash too, so heavy roleplay types, combat-as-war strategists, and hack-n-slashers all tend to enjoy my games. Problem solvers may enjoy dealing with the interpersonal/political stuff. Players who don't like talking with NPCs and who get bored when others do, probably won't enjoy my game. Players who want every encounter to be balanced & winnable tend to grumble. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="S'mon, post: 8238971, member: 463"] I generally try as far as possible to be a 'neutral arbiter' with the aim of creating an immersive fantasy world where PCs have the opportunity to become heroes (or villains), do great deeds and have a lasting impact. [URL='https://monstersandmanuals.blogspot.com/2012/02/you-are-responsible-for-your-own-orgasm.html']I'm not responsible for the players having fun[/URL], but I'm responsible for creating an environment conducive to their fun and mine. I aim to be fair to the players without removing challenge - and fear, especially at low level. The experience of being low level buffeted by events and having to flee makes reaching high level and pushing back against the world much sweeter. I try to avoid having a pre-set 'story', so I tend to avoid running APs which have something resembling a pre-written plot; I like sandboxy campaigns with an emergent story. Some things I emphasise include geography & NPC characterisation. I don't use traps much, and I actively dislike puzzles so will avoid those. Whereas navigating a web of political intrigue or strategising over the war map is right up my alley. I'm good with hack & slash too, so heavy roleplay types, combat-as-war strategists, and hack-n-slashers all tend to enjoy my games. Problem solvers may enjoy dealing with the interpersonal/political stuff. Players who don't like talking with NPCs and who get bored when others do, probably won't enjoy my game. Players who want every encounter to be balanced & winnable tend to grumble. :) [/QUOTE]
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