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<blockquote data-quote="MostlyDm" data-source="post: 6848041" data-attributes="member: 6788973"><p>That's certainly one way to run a game. It can be a lot of fun. </p><p></p><p>When I run one-shot games for my nephew's birthday parties (something he's requested since the age of 9), I've typically approached the game with this mindset. </p><p></p><p>But a lot of times, I'm not running a game for a group of kids with little or no D&D experience... And some adult players (myself included) would be pretty bored if every game was one where the DM's job was to submit to our whims and create a world that revolved around us. </p><p></p><p>My favorite games are ones where the world simply <strong>is</strong>. Where the DM's job is to create a believable and interesting place populated by thousands of interesting people and features... Who all have their own goals and agendas. Most of which don't involve the players at all, unless the players choose to get involved or became involved due to earlier decisions. </p><p></p><p>The players are the stars <strong>of their own story</strong> of course... But that's nearly tautological (barring overbearing DM fiat). They aren't the stars <strong>of the world</strong>. The world exists, and the players live in it. Whatever stories exist do so because the characters created them, not because the DM tailored the world to fit them. </p><p></p><p>I'm not going to say the OP did a good job. I agree there was some miscommunication occurring and a failure to describe the scene as clearly as possible. </p><p></p><p>But the idea that the DM shouldn't let events like this occur because there are more interesting things to do than get stuff back from a blacksmith...? If that's the case, go do those things and leave your stuff with the blacksmith. S**t happens. It's not the end of the world. It doesn't have to be the job of the DM to ensure the characters are always pursuing the most exciting story... Some players prefer to make those for themselves.</p></blockquote><p></p>
[QUOTE="MostlyDm, post: 6848041, member: 6788973"] That's certainly one way to run a game. It can be a lot of fun. When I run one-shot games for my nephew's birthday parties (something he's requested since the age of 9), I've typically approached the game with this mindset. But a lot of times, I'm not running a game for a group of kids with little or no D&D experience... And some adult players (myself included) would be pretty bored if every game was one where the DM's job was to submit to our whims and create a world that revolved around us. My favorite games are ones where the world simply [b]is[/b]. Where the DM's job is to create a believable and interesting place populated by thousands of interesting people and features... Who all have their own goals and agendas. Most of which don't involve the players at all, unless the players choose to get involved or became involved due to earlier decisions. The players are the stars [b]of their own story[/b] of course... But that's nearly tautological (barring overbearing DM fiat). They aren't the stars [b]of the world[/b]. The world exists, and the players live in it. Whatever stories exist do so because the characters created them, not because the DM tailored the world to fit them. I'm not going to say the OP did a good job. I agree there was some miscommunication occurring and a failure to describe the scene as clearly as possible. But the idea that the DM shouldn't let events like this occur because there are more interesting things to do than get stuff back from a blacksmith...? If that's the case, go do those things and leave your stuff with the blacksmith. S**t happens. It's not the end of the world. It doesn't have to be the job of the DM to ensure the characters are always pursuing the most exciting story... Some players prefer to make those for themselves. [/QUOTE]
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