Sigurd
First Post
The world is for the players.
Inside of the available world players should be able to find something that suits them all if they compromise, primarily with each other.
From the available options players my do anything they choose. The DM will not stop a player from using their free will even if it is a suicidal act. Players may eat glass, jump off cliffs, or leave a region and a plotline anytime they want so long as they can face the ramifications and plot results. If they are in a party however they intend to treat each other fairly.
They promise to abide by the rules as they understand them and share that understanding with the DM.
The rules are for the DM.
From the available rules the Dm should be able to find something that enables the whole world to 'work' especially if he\she compromises, especially with the players.
Eventually the players must accept a DM's judgement on the physics and nature of the game world at large. DM's make mystakes too and polite players may ask if particular house rules are still in place. Players have to agree to abide by the DM's judgement and their best natures and behaviors.
They will have far less work to do, or facts to balance than the DM. They may request a written ruling and any confusions clarified. But they agree not to harp on a firm decision.
The DM wants everyone to have fun.
The dice fall as they may.
It has happened that harsh rolls are modified but that can not be relied upon.
Die results, as the DM understands them, are observed by the characters. Any confusion see rule 2.
In General
Since all possible issues cannot be dealt with before play players and DM agree to have fun, assume confusion before corruption and look to have fun. Every session is a new day in the journey.
Sigurd
Inside of the available world players should be able to find something that suits them all if they compromise, primarily with each other.
From the available options players my do anything they choose. The DM will not stop a player from using their free will even if it is a suicidal act. Players may eat glass, jump off cliffs, or leave a region and a plotline anytime they want so long as they can face the ramifications and plot results. If they are in a party however they intend to treat each other fairly.
They promise to abide by the rules as they understand them and share that understanding with the DM.
The rules are for the DM.
From the available rules the Dm should be able to find something that enables the whole world to 'work' especially if he\she compromises, especially with the players.
Eventually the players must accept a DM's judgement on the physics and nature of the game world at large. DM's make mystakes too and polite players may ask if particular house rules are still in place. Players have to agree to abide by the DM's judgement and their best natures and behaviors.
They will have far less work to do, or facts to balance than the DM. They may request a written ruling and any confusions clarified. But they agree not to harp on a firm decision.
The DM wants everyone to have fun.
The dice fall as they may.
It has happened that harsh rolls are modified but that can not be relied upon.
Die results, as the DM understands them, are observed by the characters. Any confusion see rule 2.
In General
Since all possible issues cannot be dealt with before play players and DM agree to have fun, assume confusion before corruption and look to have fun. Every session is a new day in the journey.
Sigurd