And I would have liked the ideas to be a little less one sided, and maybe starting with "please start by looking at the DM's proposal and try to understand it, and if you can't or if you think that oyu have a really good idea, please go and discuss it with him, he might find a way to accomodate it."
It is VERY different from saying that there is a "tyranny" and that there should almost be ways for DM to accomodate you.
Right. You don't like the use of the word tyranny, despite the many clarifications that have been provided. We get it. You don't need to complain about it for another dozen pages.
Please don't pull a "
@Faolyn" on me. Proof:
- In this post, you said: "care about something other than the little bit they are allowed to craft." So YOU MENTIONED BEING ALLOWED.
- Instead of saying that I was against it, I wrote, in this post : "My players manage initiative for me, yes, and in another campaign, I completely manage the crafting", not to mention the pantheon thingie so OBVIOUSLY, no, I'm not against it. I just think it's minimal, by the design of the game.
I will pick up this conversation once you have acknowledged the above, as I have no interest discussing with people misquoting my words at every single turn to try and make a point.
I don't know what you mean by pulling a
@Faolyn but that seems like a poor use of the mention function and you probably shouldn't do that. I doubt you'd appreciate your name being used as a verb for behavior others take issue with, so you should probably show others that respect. And if you want to criticize me, feel free to speak openly and clearly.....I can take whatever it is you have to say.
As for my use of the word "allowed", I was talking about the hypothetical selfish and entitled players you mentioned who cared only about their own characters.
Tracking initiative is not the kind of thing I'm talking about. That's sharing maintenance. It's helpful, but doesn't accomplish the same kind of thing as involving players in the world building and other fictional elements of the game.
Now, if you don't involve your players in that and everyone's cool with it, then fine. But my point was, if your players were actually like those you were describing, then maybe involve them more and you might be surprised that they start to care about the setting more, rather than just their own characters.
Because, for me, if my players only cared about their own character, it'd seem pretty clear to me that my setting doesn't really interest them all that much, and so any priority I place on setting fidelity above player satisfaction is in fact, counterproductive.