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Community
General Tabletop Discussion
*Dungeons & Dragons
The Monsters Know What They're Doing ... Are Unsure on 5e24
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<blockquote data-quote="EzekielRaiden" data-source="post: 9829154" data-attributes="member: 6790260"><p>Personally, I've never seen D&D as a toolkit. Not even the editions which billed themselves as such. They are quite biased toward specific thematic, conceptual, and mechanical/procedural elements, and often <em>really bad</em> at anything outside that space. E.g. they're decent at survival, but pretty bad for intrigue, other than having the absolute bare bones minimum of "well roll a die and we'll find out".</p><p></p><p></p><p>No, but the way a lot--and I mean a LOT--of GMs talk about this isn't like that. It's not "well there just...aren't orcs in this world".</p><p></p><p></p><p>Perhaps so; perhaps not. Remathilis did note, upthread, that AlViking, for example, did exactly the thing I was calling out: pushing an extreme viewpoint where there are only two possibilities, <em>either</em> the loudest jerk runs roughshod over the whole group, <em>or</em> the GM is always right no matter what and the players <em>never</em> get anything they want if the GM isn't already on board.</p><p></p><p></p><p>But isn't this exactly the extremism you just decried? The only options then are that the player surrenders everything, or the GM surrenders everything and throws all consistency and caution to the wind, <em>necessarily</em> meaning any player contribution destroys all the good or worth in it.</p><p></p><p>God forbid we actually have some middle ground here where GM and player work together, actually building something they agree is awesome rather than one person shouting all their demands and the other person either accepting absolutely everything, or walking.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9829154, member: 6790260"] Personally, I've never seen D&D as a toolkit. Not even the editions which billed themselves as such. They are quite biased toward specific thematic, conceptual, and mechanical/procedural elements, and often [I]really bad[/I] at anything outside that space. E.g. they're decent at survival, but pretty bad for intrigue, other than having the absolute bare bones minimum of "well roll a die and we'll find out". No, but the way a lot--and I mean a LOT--of GMs talk about this isn't like that. It's not "well there just...aren't orcs in this world". Perhaps so; perhaps not. Remathilis did note, upthread, that AlViking, for example, did exactly the thing I was calling out: pushing an extreme viewpoint where there are only two possibilities, [I]either[/I] the loudest jerk runs roughshod over the whole group, [I]or[/I] the GM is always right no matter what and the players [I]never[/I] get anything they want if the GM isn't already on board. But isn't this exactly the extremism you just decried? The only options then are that the player surrenders everything, or the GM surrenders everything and throws all consistency and caution to the wind, [I]necessarily[/I] meaning any player contribution destroys all the good or worth in it. God forbid we actually have some middle ground here where GM and player work together, actually building something they agree is awesome rather than one person shouting all their demands and the other person either accepting absolutely everything, or walking. [/QUOTE]
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The Monsters Know What They're Doing ... Are Unsure on 5e24
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