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What does a DM owe his players?/ Are the rules written in stone?
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<blockquote data-quote="Herremann the Wise" data-source="post: 2912444" data-attributes="member: 11300"><p>Are your players having fun?</p><p>If so, I don't think you have a problem. <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>Are your players not having fun? <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> </p><p>Then I think you need to discuss it with them and maybe not us.</p><p></p><p>As the DM, you can have a lot of ideas about how things should be. And if this does not differ too much from your players, they will enjoy your vision. However, if there is differentiation between what you envision and what they expect, then something needs to be sorted out. If you're looking for justification of your position, I'm sure some here will back you 100% while others will call you a scrooge. However is this supposed justification going to enhance your game?</p><p></p><p>I think you have to tread a careful line between what's reasonable and what's just the DM putting on the "fun police" cap. For example, what if one of the characters wanted a crafting feat to produce their magic item of choice? Would you let them do this? As soon as players feel that they have a lack of autonomy over "their" creations they lose interest in "their" game.</p><p></p><p>As DM I think you can ask a lot of your players but in turn you have to give quite a bit too. Take for example my group of players. I told them we were going to play our new campaign using the rules as written using the core rules and the complete series. While some baulked more than others, they accepted this decision. In turn, I have given them opportunities to sporadically get stuff from outside the norm making their characters feel special - having something in the game that no one else does. Other elements in the game that made me hesitate, I let through on this same basis.</p><p></p><p>I suppose what I'm saying is that even though you are the DM with your vision; your players are your partners in the game and they have their own visions. If you start thinking that yours is more important than theirs, the game starts to develop an imbalance that will show itself in player or DM satisifaction. It's all about treading the line.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 2912444, member: 11300"] Are your players having fun? If so, I don't think you have a problem. :) Are your players not having fun? :uhoh: Then I think you need to discuss it with them and maybe not us. As the DM, you can have a lot of ideas about how things should be. And if this does not differ too much from your players, they will enjoy your vision. However, if there is differentiation between what you envision and what they expect, then something needs to be sorted out. If you're looking for justification of your position, I'm sure some here will back you 100% while others will call you a scrooge. However is this supposed justification going to enhance your game? I think you have to tread a careful line between what's reasonable and what's just the DM putting on the "fun police" cap. For example, what if one of the characters wanted a crafting feat to produce their magic item of choice? Would you let them do this? As soon as players feel that they have a lack of autonomy over "their" creations they lose interest in "their" game. As DM I think you can ask a lot of your players but in turn you have to give quite a bit too. Take for example my group of players. I told them we were going to play our new campaign using the rules as written using the core rules and the complete series. While some baulked more than others, they accepted this decision. In turn, I have given them opportunities to sporadically get stuff from outside the norm making their characters feel special - having something in the game that no one else does. Other elements in the game that made me hesitate, I let through on this same basis. I suppose what I'm saying is that even though you are the DM with your vision; your players are your partners in the game and they have their own visions. If you start thinking that yours is more important than theirs, the game starts to develop an imbalance that will show itself in player or DM satisifaction. It's all about treading the line. Best Regards Herremann the Wise [/QUOTE]
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What does a DM owe his players?/ Are the rules written in stone?
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