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<blockquote data-quote="James Gasik" data-source="post: 9336819" data-attributes="member: 6877472"><p>I would say that if players do want setting definition privileges, this should all be hammered out before play even begins. The DM is not a God, and is only mortal. They have an important job, of course, but there is no game without a DM and a group of players. And some DM's and players are bad fits for one another- it happens, it's unfortunate.</p><p></p><p>I've had to deal with players who did not appreciate my style of gaming, and I've had to play with DM's who I didn't appreciate all that much. And let me tell you, it sucks, but no D&D is really better than bad D&D. I've stuck out many a campaign hoping against hope that things would improve, and they often don't. That's more on me than the DM or the other players, lol.</p><p></p><p>I feel a compromise should be made in any campaign, but if you're not comfortable running for a group of players, or you feel they demand too much of you, don't run for them!</p><p></p><p>I once actually got offered the dream of being paid 100 bucks per session to run a game. And it was miserable, because the guy paying me had this attitude that because he was paying me, he should have a greater influence on how the game was run. Now maybe if he'd been up front about this, things would have been different, but any time something came up he didn't care for, he would say something like "this isn't the game I'm paying for". He tried to overrule me at the table once, and I quit on the spot. And believe me, I could have used the money, but running the game had become a job. And I already had a naughty word job, thank you very much, where I wasn't appreciated. So I didn't need this one too.</p><p></p><p>So if your players don't appreciate you, or they seem to want to take a mile when you offer an inch, get out.</p><p></p><p>And if your DM is running the game in a way you don't think is fun, and you don't like a lot of custom spells or homebrew content, or you don't like to be surprised by things you had no way of even knowing existed on a regular basis, why are you there? Go, shoo, if you know the rules so well, make your own game!</p><p></p><p>But I think most groups can compromise, if both sides are willing to do so.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9336819, member: 6877472"] I would say that if players do want setting definition privileges, this should all be hammered out before play even begins. The DM is not a God, and is only mortal. They have an important job, of course, but there is no game without a DM and a group of players. And some DM's and players are bad fits for one another- it happens, it's unfortunate. I've had to deal with players who did not appreciate my style of gaming, and I've had to play with DM's who I didn't appreciate all that much. And let me tell you, it sucks, but no D&D is really better than bad D&D. I've stuck out many a campaign hoping against hope that things would improve, and they often don't. That's more on me than the DM or the other players, lol. I feel a compromise should be made in any campaign, but if you're not comfortable running for a group of players, or you feel they demand too much of you, don't run for them! I once actually got offered the dream of being paid 100 bucks per session to run a game. And it was miserable, because the guy paying me had this attitude that because he was paying me, he should have a greater influence on how the game was run. Now maybe if he'd been up front about this, things would have been different, but any time something came up he didn't care for, he would say something like "this isn't the game I'm paying for". He tried to overrule me at the table once, and I quit on the spot. And believe me, I could have used the money, but running the game had become a job. And I already had a naughty word job, thank you very much, where I wasn't appreciated. So I didn't need this one too. So if your players don't appreciate you, or they seem to want to take a mile when you offer an inch, get out. And if your DM is running the game in a way you don't think is fun, and you don't like a lot of custom spells or homebrew content, or you don't like to be surprised by things you had no way of even knowing existed on a regular basis, why are you there? Go, shoo, if you know the rules so well, make your own game! But I think most groups can compromise, if both sides are willing to do so. [/QUOTE]
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