D&D General The Monsters Know What They're Doing ... Are Unsure on 5e24


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Only if you assume there are constant disputes that can't be resolved amicably.

And, if there are constant disputes that can't be resolved amicably, with people constantly wanting different things, the issue isn't who has right of veto.

More likely, in @Zardnaar's games, disputes are rare and usually resolved easily and amicably. On very rare occasions, the GM needs to use their power of veto. This means, 99% of the time, everyone is happy and, on rare occasions the GM uses their power to mandate a solution everyone finds acceptable.

Your scenario, where players rarely get what they want and their opinions don't matter, is not believable, because if that was really the case, Zardnaar would most likely not have a group in the first place..

Disputes are basically unheard of.

Players get filtered.

Before session 0 even starts I know what everyone has agreed to and have a good idea what they want to play.

Everyone gets messaged 1 on 1, emailed stuff if needed/requested.

I put around 20 hours into developing a new campaign. Over 2 weeks I essentially brainstorm what people want to do.

I organize the venue, drop one of the players off after the game (they live reasonably close by).

Group chat as well. I start organizing usually Monday or Tuesday for a Sunday game and then send out messages 48 hours in advance.

Gametime is fixed. When I recruit ((last done late 2024) .
I try to travel light. Still requires 3 bags. 2 for books 1 for minis, battlemats, dice, pencil cases etc.

I also paint players minis if they want. Youll have it by next session. Last week ive had two nibbles for joining (full up) and I can fill a second and 3rd table if required.

I inherit players from groups that self destruct.

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Gametable

Backup room
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Terrain room
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Map books
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"If push comes to shove, my preference wins."

There is no alternative. The GM always gets what they want. The players might, if they're fortunate.
‘if push comes to shove’ does not mean there never is compromise, it means that if a compromise was attempted but cannot be reached, the DM will also stick to their guns, apparently just like the player does, as otherwise a compromise would have been reached…

In other words, the player cannot force the DM into accepting something the DM is not ok with. Pretty sure you would agree that this is obviously true if the roles were reversed, rather than blaming the player for sticking to some red line
 


I literally said that. Repeatedly. In multiple posts.
Sorry, I didn't see that. I haven't even come close to reading all of your post, but from what I have seen you sure seem to suggest that the GM must always compromise. Which I never thought you truly believed, but it is the impression you give off.

On a side note, I do think the burden of compromise lies with the GM as they have so much more to work with than the players. The player controls one aspect (their player) while the GM has more parts (and burden) that can be adjusted to accommodate.
As I've said, again repeatedly: I'm not the one saying one person always gets what they want and everyone else just accepts it. I'm not the one saying the GM should always get what they want, and then players might get what they want if it wouldn't put out the GM in any way.

One side here is advocating for genuine back-and-forth, give-and-take, etc. The other is not. Guess which one is which!
The thing is you certainly sound like you are not advocating for a genuine back-and-forth. I believe that is not the case. I would also argue (which I have before), that you are reading to much into a response and jumping to conclusion that some is suggesting there is no back-and-forth when that is not truly the case.
From the way folks have spoken in this thread, I am given to believe that something like 50% of GMs will not accept ANYTHING that isn't their maximum fun preference.
That is your bias interpreting quick and shallow internet responses IMO. My bias suggest 0% of the GM's in this thread (but not this whole forum) will not accept anything except maximum fun for themselves.
 


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