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<blockquote data-quote="Tigris" data-source="post: 9851808" data-attributes="member: 7043270"><p>But this to some degree is also sometimes just a problem of "GMs wanting to control everything". </p><p></p><p></p><p>I have seen many complaints, like for D&D 4E, that for players it was too much tracking all player spells and conditions etc. But GMs do not have to do that! If you trust the players they can do that.</p><p></p><p></p><p>In theory a GM does not have to handle anything, but talking for the NPCs and acting for monsters in combat (and maybe tracking their health and abilities). </p><p></p><ul> <li data-xf-list-type="ul">What adventure to run? Players decide democratically on a premade adventure.</li> <li data-xf-list-type="ul">What encounter to run? Let players pick one from premade encounters. (Or use the one from the premade adventure you are running).</li> <li data-xf-list-type="ul">What happens next? Ask the players what should happen (if its not written in the premade adventure)<ul> <li data-xf-list-type="ul">Like players telling the GM: "Now that we killed the big enemy, we want a parade next, lets spring to that time." </li> </ul></li> <li data-xf-list-type="ul">Rule unclarity? The player with best rule knowledge decides, no discussion.</li> <li data-xf-list-type="ul">You could even, like in play by post games, give the players the defenses and health of monsters, so they can check if they hit and track health, and even can decide when enemies give up or flee.</li> </ul></blockquote><p></p>
[QUOTE="Tigris, post: 9851808, member: 7043270"] But this to some degree is also sometimes just a problem of "GMs wanting to control everything". I have seen many complaints, like for D&D 4E, that for players it was too much tracking all player spells and conditions etc. But GMs do not have to do that! If you trust the players they can do that. In theory a GM does not have to handle anything, but talking for the NPCs and acting for monsters in combat (and maybe tracking their health and abilities). [LIST] [*]What adventure to run? Players decide democratically on a premade adventure. [*]What encounter to run? Let players pick one from premade encounters. (Or use the one from the premade adventure you are running). [*]What happens next? Ask the players what should happen (if its not written in the premade adventure) [LIST] [*]Like players telling the GM: "Now that we killed the big enemy, we want a parade next, lets spring to that time." [/LIST] [*]Rule unclarity? The player with best rule knowledge decides, no discussion. [*]You could even, like in play by post games, give the players the defenses and health of monsters, so they can check if they hit and track health, and even can decide when enemies give up or flee. [/LIST] [/QUOTE]
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