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Why do DM's like Dark, gritty worlds and players the opposite?
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<blockquote data-quote="woodscanner" data-source="post: 4976628" data-attributes="member: 85965"><p>(Long term lurker first time poster). </p><p>I've found this thread very intersting as my experience tallies with the OP. </p><p>There have been some very insightful replies, especially when trying to define the problem more accurately. </p><p>As a GM I certainly went through a phase ?6-8 years ago when I was running the Iron Kingdoms. I love this setting and ran it as my first 3rd ed campaign. I don't think it was a success (for a variety of reasons). </p><p>I agree that dark'n'gritty (by which I mean limited player options, limited power levels) is great from a GM point of view for telling a story. You can plan to take the players through the campaign from humble beginnings to great power. They will really appreciate the magic items they get because they started with so little. They will be using their wits more than dismissing problems with high level powers etc, etc. </p><p>However, I think the players have to trust you. Otherwise they can feel they have little control over events, that you are on a power trip etc, etc. </p><p>Coming from a long running high powered 1st ed campaign and starting 3rd ed the players were excited by all the new options. They didn't want to be told "no hobbits, no elves, no drow. Magic works differently. No raise dead. And we're switching to point buy"</p><p>I screwed up. To paraphrase the op, I as GM loved dark'n'gritty, the players didn't. I learnt al lot about DM pitfalls from that campaign, and this thread has helped me spot a couple more - thanks.</p></blockquote><p></p>
[QUOTE="woodscanner, post: 4976628, member: 85965"] (Long term lurker first time poster). I've found this thread very intersting as my experience tallies with the OP. There have been some very insightful replies, especially when trying to define the problem more accurately. As a GM I certainly went through a phase ?6-8 years ago when I was running the Iron Kingdoms. I love this setting and ran it as my first 3rd ed campaign. I don't think it was a success (for a variety of reasons). I agree that dark'n'gritty (by which I mean limited player options, limited power levels) is great from a GM point of view for telling a story. You can plan to take the players through the campaign from humble beginnings to great power. They will really appreciate the magic items they get because they started with so little. They will be using their wits more than dismissing problems with high level powers etc, etc. However, I think the players have to trust you. Otherwise they can feel they have little control over events, that you are on a power trip etc, etc. Coming from a long running high powered 1st ed campaign and starting 3rd ed the players were excited by all the new options. They didn't want to be told "no hobbits, no elves, no drow. Magic works differently. No raise dead. And we're switching to point buy" I screwed up. To paraphrase the op, I as GM loved dark'n'gritty, the players didn't. I learnt al lot about DM pitfalls from that campaign, and this thread has helped me spot a couple more - thanks. [/QUOTE]
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Why do DM's like Dark, gritty worlds and players the opposite?
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