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The Neutral Referee, Monty Haul, and the Killer DM: History of the GM and Application to 5e
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<blockquote data-quote="TwoSix" data-source="post: 8706681" data-attributes="member: 205"><p>As someone who learned to play in the 2E era, the idea of the DM as an impartial adjudicator of a map-and-key dungeon adventure has always been somewhat to alien to me. I learned the early lesson that the role of the DM is to be a storyteller, and the rules of the game should be used in service of the greater narrative. </p><p></p><p>As my roleplaying evolved and I was exposed to a greater variety of playstyles, I try my best to adapt my DMing to the needs of the system I'm playing. For 5e, I've found that I prefer a more narrative "players-first" style for games with only a few players (3-4), a game where I let them drive as much as possible. For larger groups, I tend to stick more to traditional "story path" style games, where I have a general idea of where the plot will eventually go, with illusionism used when it seems necessary. </p><p></p><p>I think 5e has enough old-school DNA that it can be run in the "impartial referee" style without any real rule changes needed, but I think the culture of play surrounding the game pushes in other directions, unless all the players are familiar and comfortable with old-school style. Basically, you can impose "impartial referee" style on 5e, but it definitely isn't emergent from the core rules.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 8706681, member: 205"] As someone who learned to play in the 2E era, the idea of the DM as an impartial adjudicator of a map-and-key dungeon adventure has always been somewhat to alien to me. I learned the early lesson that the role of the DM is to be a storyteller, and the rules of the game should be used in service of the greater narrative. As my roleplaying evolved and I was exposed to a greater variety of playstyles, I try my best to adapt my DMing to the needs of the system I'm playing. For 5e, I've found that I prefer a more narrative "players-first" style for games with only a few players (3-4), a game where I let them drive as much as possible. For larger groups, I tend to stick more to traditional "story path" style games, where I have a general idea of where the plot will eventually go, with illusionism used when it seems necessary. I think 5e has enough old-school DNA that it can be run in the "impartial referee" style without any real rule changes needed, but I think the culture of play surrounding the game pushes in other directions, unless all the players are familiar and comfortable with old-school style. Basically, you can impose "impartial referee" style on 5e, but it definitely isn't emergent from the core rules. [/QUOTE]
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The Neutral Referee, Monty Haul, and the Killer DM: History of the GM and Application to 5e
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