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*TTRPGs General
What does a DM owe his players?/ Are the rules written in stone?
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<blockquote data-quote="merelycompetent" data-source="post: 2917258" data-attributes="member: 33830"><p>To prevent this from getting bogged down in interpretations of price gouging, what source are you referencing? Please note, the response I gave above was based solely IMO, as noted. Here is one possible source for a definition of price gouging (and the one I use): <a href="http://en.wikipedia.org/wiki/Price_gouging" target="_blank">http://en.wikipedia.org/wiki/Price_gouging</a>, 3rd paragraph regarding the Florida example. Please don't assume I don't know what price gouging is. At this point, I don't know what *your* definition of price gouging is.</p><p></p><p></p><p></p><p>Please do not misattribute my statements. I never said *anything* about him providing free or cheaper services with a threat. Besides, that's a good way for a magically-naked 10th level character to eat a lightning bolt in the back at an inopportune moment. As for not protecting him, well, if my character is getting grievously over-charged for basic services (see the percentages and starting money referenced below), especially when he's high-level but magically/financially poor, then my character's going to have to recoup the loss somehow. Billing the wizard seems like a good start - he's already getting 300gp/Identify from me, so my character knows he's got money. Furthermore, your analogy of a lifeguard does not hold up. A lifeguard is a volunteer or paid employee, specifically contracted to perform a service. Depending on the locale, this may be classified as a public service. Many lifeguards are also required to have, and maintain, certifications for the duties they perform. In any case, the lifeguard is getting paid by someone else (or is a volunteer) to provide the service. It doesn't make a good analogy with a fantasy game.</p><p></p><p></p><p></p><p>Not if you start the game, as previously posted, at 10th level with only 2,000 gp to spend on *mundane* equipment. That makes 300gp, around a sixth of the character's available starting finances (the ratio is even worse after buying things like food, water, mundane armor, and mundane weapons). To me, that is not a pittance - that's crippling. Now, if the PCs had started with the normal wealth range for the level, then it wouldn't be crippling. IMO, it would still be gouging (please note that I have provided a reference for my definition of gouging above). And likely my characters would regard it as such.</p><p></p><p>As an alternative, it would be simple for the NPC wizard to say, "Look, normally on a caravan like this, where I've got a monopoly, I'd charge you 400gp for that Identify. But I tell you what: If you help watch my back, I'll help watch yours, and I'll only charge 200gp. Sound fair?" Presto: Role-playing opportunity, PCs have an ally, DM has a drain tap to open on their financial resources, and there's an extra plot hook/NPC contact if it's ever needed.</p><p></p><p></p><p></p><p>Then he shouldn't have a problem being charged appropriately for services rendered by the party. By the standards stated above, 500gp - especially after charging 300gp/Identify - for a 10th level character who *has* level-appropriate money is a pittance. It would also, IMO, be gouging.</p><p></p><p></p><p></p><p>??? Okay, you lost me there.</p><p></p><p>But, to get back on track with the thread: A DM owes the players an opportunity for a fun game. For most players and DMs this means hashing out what kind of game, style of play, house rules, starting situation, and play expectations before characters are created. For other DMs and players, this doesn't matter as much - but a wise player/DM finds this out before the game starts. As for the rules being written in stone, IMO there is only one: The DM is the final arbiter of all game-related matters. This means that the DM is also free to hand over however much or however little authority to the players that he or she sees fit (thus allowing players quite a bit or even very little say in how the game is run). The DM is under no obligation to run a game, allow the participation of characters or players, that will not be fun for him or her.</p><p></p><p>By the same token, the players are responsible for taking that opportunity for a fun game under the terms set by the DM. Players are free to discuss, and hopefully work out, any disagreements with the DM's game. Players are also free to leave the game if they so desire, or if they find the DM's terms unacceptable.</p><p></p><p>Anything further than that really needs to be worked out before the game starts. Writing these decisions down as house rules or table rules also helps. Also note that each game, and group of players/DM, is different. What works for one group/situation can fail miserably for another.</p></blockquote><p></p>
[QUOTE="merelycompetent, post: 2917258, member: 33830"] To prevent this from getting bogged down in interpretations of price gouging, what source are you referencing? Please note, the response I gave above was based solely IMO, as noted. Here is one possible source for a definition of price gouging (and the one I use): [url]http://en.wikipedia.org/wiki/Price_gouging[/url], 3rd paragraph regarding the Florida example. Please don't assume I don't know what price gouging is. At this point, I don't know what *your* definition of price gouging is. Please do not misattribute my statements. I never said *anything* about him providing free or cheaper services with a threat. Besides, that's a good way for a magically-naked 10th level character to eat a lightning bolt in the back at an inopportune moment. As for not protecting him, well, if my character is getting grievously over-charged for basic services (see the percentages and starting money referenced below), especially when he's high-level but magically/financially poor, then my character's going to have to recoup the loss somehow. Billing the wizard seems like a good start - he's already getting 300gp/Identify from me, so my character knows he's got money. Furthermore, your analogy of a lifeguard does not hold up. A lifeguard is a volunteer or paid employee, specifically contracted to perform a service. Depending on the locale, this may be classified as a public service. Many lifeguards are also required to have, and maintain, certifications for the duties they perform. In any case, the lifeguard is getting paid by someone else (or is a volunteer) to provide the service. It doesn't make a good analogy with a fantasy game. Not if you start the game, as previously posted, at 10th level with only 2,000 gp to spend on *mundane* equipment. That makes 300gp, around a sixth of the character's available starting finances (the ratio is even worse after buying things like food, water, mundane armor, and mundane weapons). To me, that is not a pittance - that's crippling. Now, if the PCs had started with the normal wealth range for the level, then it wouldn't be crippling. IMO, it would still be gouging (please note that I have provided a reference for my definition of gouging above). And likely my characters would regard it as such. As an alternative, it would be simple for the NPC wizard to say, "Look, normally on a caravan like this, where I've got a monopoly, I'd charge you 400gp for that Identify. But I tell you what: If you help watch my back, I'll help watch yours, and I'll only charge 200gp. Sound fair?" Presto: Role-playing opportunity, PCs have an ally, DM has a drain tap to open on their financial resources, and there's an extra plot hook/NPC contact if it's ever needed. Then he shouldn't have a problem being charged appropriately for services rendered by the party. By the standards stated above, 500gp - especially after charging 300gp/Identify - for a 10th level character who *has* level-appropriate money is a pittance. It would also, IMO, be gouging. ??? Okay, you lost me there. But, to get back on track with the thread: A DM owes the players an opportunity for a fun game. For most players and DMs this means hashing out what kind of game, style of play, house rules, starting situation, and play expectations before characters are created. For other DMs and players, this doesn't matter as much - but a wise player/DM finds this out before the game starts. As for the rules being written in stone, IMO there is only one: The DM is the final arbiter of all game-related matters. This means that the DM is also free to hand over however much or however little authority to the players that he or she sees fit (thus allowing players quite a bit or even very little say in how the game is run). The DM is under no obligation to run a game, allow the participation of characters or players, that will not be fun for him or her. By the same token, the players are responsible for taking that opportunity for a fun game under the terms set by the DM. Players are free to discuss, and hopefully work out, any disagreements with the DM's game. Players are also free to leave the game if they so desire, or if they find the DM's terms unacceptable. Anything further than that really needs to be worked out before the game starts. Writing these decisions down as house rules or table rules also helps. Also note that each game, and group of players/DM, is different. What works for one group/situation can fail miserably for another. [/QUOTE]
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