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.
No clarifications have been provided on the use of that word.
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.
And I have done so, and I will do so again and again until you realise that the methods that you use for "debating" are wrong.
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.
And that is once more simply a lie (especially considering that the sentence above makes no sense at all). Here are you two quotes:
- Post 494: "care about something other than the little bit they are allowed to craft."
- To which I answered "It's not a question of being "allowed..."
- Post 501: "I didn't mention being allowed..."
Please start debating properly, without lying and misquoting.
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.
And i've been gaming in part with the same friends for 35+ years, and it's just not what our tables expect. When they (and I, as well) are playing, we want to DISCOVER the world the DM has prepared for us, all the intrigues and all the surprises in there. We don't want to invent them. When I want to invent things, I'm a DM, and then I can surprise and delight my players with intrigues.
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.
I'm sorry, but that kind of approach just does not cut it. What I specifically wrote is "creative players usually focus their creativity on their characters
and their stories", because the stories are what results from the interactions of the characters (which the players play) with the world, created and incarnated by the DM. It works really well that way, so much so that it is actually the very principle of the game.
Some players might feel more involved if you let them participate in your world building, why not, I've never encountered those. But our players are very much involved in the setting and what is happening there, we have summaries, some of them with very nice writing of every single adventure that we've had there. We have summary tables, I'm actually just doing one for our current Odyssey of the Dragonlords campaign, to list all the locations that we have taken our odyssey too, all the clues that we've had, all the navigation clues, etc. So we are very much involved, but as players, not dictating what is in the world but enjoying and discovering it.
And we would not have it any other way, as it would ruin the joy of exploration and discovery. Please do not try to peddle player involvement in world building as "superior", it's not.