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<blockquote data-quote="Lyxen" data-source="post: 8444063" data-attributes="member: 7032025"><p>Note that I'm not picking on you, I'm picking your answer to reply to as it's one of the most interesting, I hope you're OK with this. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Thanks for this, I think that most of the debate is, as usual, at least as much a problem of terminology as it is about sensitivities. Without using capital letters as they are in and of themselves ambiguous, I prefer to say that all play the game, one as DM and the others as players.</p><p></p><p>And this is also what separates the DM from a simple referee, as a referee participates in the game but certainly does not play it.</p><p></p><p></p><p></p><p>The DM is very often doing much more than this, he is creating the campaign/Arc/Scenario/Module that guides the narrative to very varying degrees, from 0% to 100%, although the closer it is to 100% the more it is usually frowned upon by the community. Although I'd like to point out that, for those who play D&D as a more combat orientated game, the DM is often creating very close to 100% of the scenario just by determining the adversaries and setting for the next fight. Since the fights themselves are usually not a narrative in that kind of play...</p><p></p><p>It's not mandatory (I think I know your perspective on this, you are close or very close to 0%), but it is I think by far the most common way of playing the game.</p><p></p><p></p><p></p><p>Before/After are not playing the game. If players want to have narrative control, they are free individual and can do whatever they want, but it's not part of the game as players.</p><p></p><p></p><p></p><p>Complete agreement here, simplest and best answer.</p><p></p><p></p><p></p><p>Yes, the balance is specific to each table, and is what should make it fun for each table.</p><p></p><p>At our tables, it's about the story but it's even more about the people playing the game (players and DM) having fun creating it.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8444063, member: 7032025"] Note that I'm not picking on you, I'm picking your answer to reply to as it's one of the most interesting, I hope you're OK with this. :) Thanks for this, I think that most of the debate is, as usual, at least as much a problem of terminology as it is about sensitivities. Without using capital letters as they are in and of themselves ambiguous, I prefer to say that all play the game, one as DM and the others as players. And this is also what separates the DM from a simple referee, as a referee participates in the game but certainly does not play it. The DM is very often doing much more than this, he is creating the campaign/Arc/Scenario/Module that guides the narrative to very varying degrees, from 0% to 100%, although the closer it is to 100% the more it is usually frowned upon by the community. Although I'd like to point out that, for those who play D&D as a more combat orientated game, the DM is often creating very close to 100% of the scenario just by determining the adversaries and setting for the next fight. Since the fights themselves are usually not a narrative in that kind of play... It's not mandatory (I think I know your perspective on this, you are close or very close to 0%), but it is I think by far the most common way of playing the game. Before/After are not playing the game. If players want to have narrative control, they are free individual and can do whatever they want, but it's not part of the game as players. Complete agreement here, simplest and best answer. Yes, the balance is specific to each table, and is what should make it fun for each table. At our tables, it's about the story but it's even more about the people playing the game (players and DM) having fun creating it. [/QUOTE]
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