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Legend
THey don't. The more interesting question is: why do you think that's true?Why do DM's tend like Dark, gritty worlds and players like colorful worlds where they can do/play anything?
THey don't. The more interesting question is: why do you think that's true?Why do DM's tend like Dark, gritty worlds and players like colorful worlds where they can do/play anything?
Everyone's going to tell you that this doesn't match their experiences, because that's what people do in these sorts of threads.

dark, gritty worlds tend to have a lot of "shades of gray" choices. And its easy for those to turn into "gotcha" moments. "Do you save the girl, or do you uphold your oath? Either way its gonna suck!"
This isn't to say that these games automatically suck. But its not hard for them to suck.
It is easier to set up a game that sucks than one that does not. You simply need to lead with your ego.....from either side of the table!THey don't. The more interesting question is: why do you think that's true?
Everyone's going to tell you that this doesn't match their experiences, because that's what people do in these sorts of threads.
This DOES match my experience. I think there are two issues here.
First, dark, gritty worlds tend to have a lot of "shades of gray" choices. And its easy for those to turn into "gotcha" moments. "Do you save the girl, or do you uphold your oath? Either way its gonna suck!" Its better to be the guy inflicting the "gotcha" then the person who's been got.
Second, dark and gritty worlds tend to have restrictions on the amount of awesome available. And guess who gets to dole it out? Its better to be that guy.
This isn't to say that these games automatically suck. But its not hard for them to suck.
Really?1. We get tired of losing all the time. In a gritty world, the DM gets to win sometimes. I know D&D doesn't have a formal winning or losing, but in actual practice the relationship is sometimes adversarial. A DM can't obviously win by throwing dragons at a level 1 party, he has to win within the confines and expectations of the game. A gritty game or world allows the DM to come closer to winning than in a more normal game, and that is attractive, even if we don't like to admit it.
I've never as a DM thought of winning or losing the game. In my games, the challenges are there for the players to overcome. I get frustrated with Tom and Jerry because that smug little mouse almost always wins, but I've never thought anything like that towards my players. RPG's really are games that I've always equated winning as everyone having fun.Why do DM's tend like Dark, gritty worlds...
...and players like colorful worlds where they can do/play anything?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.