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General Tabletop Discussion
*TTRPGs General
Why do DM's like Dark, gritty worlds and players the opposite?
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<blockquote data-quote="Vyvyan Basterd" data-source="post: 4985042" data-attributes="member: 4892"><p>To further greater honesty in this discussion, please quote the text of the 4E DMG that suggests "teleporting treasure."</p><p></p><p>Thanks, VB</p><p></p><p>I am familiar with 1E and 4E. I still own both DMGs and find the advice in each helpful. I also see the contrasts between the two.</p><p></p><p>"Old School" design insinuated that once you as DM build the world it is then "static." I <strong>don't</strong> mean that nothing can change from that point, but if you placed the Goo-Gaw of Gax in the Dungeon of Darkness it stays there until someone finds it. It doesn't have to be the PCs, but someone has to find it or it lies dormant.</p><p></p><p>"New School" design insinuates that things in your campaign don't really exist until you reveal them to the players. Up until that point you have the right as DM to change things up to make things more fun, dramatic, etc. One modern example in another media is the show "24." Each season is a work in process. Some things that made sense in planning change over the course of the season. Some actors have no idea that their character is actually a plot twist villain.</p><p></p><p>Both design philosophies have their strengths and weaknesses. For example, you are more apt to cause plot holes with "New School" design if you're not careful, but you are more apt to paint yourself into a corner with "Old School" design if you're not careful.</p><p></p><p>On topic, I think it's really just some of the associated elements that some people have identified that cause the divide. Power levels seem to definitely be one. World setting seems to be another major issue. I think the problem of "anything goes" is generally theoretical unless a problem player or DM is involved. I know someone will come along and tell me about their player who wanted to play a telletubby in a serious campaign, that's a problem player IMO. I personally leave all options open, with one caveat. When playing something I don't initially envision being in the world I've created (or borrowed), it is the player's responsibility to create a compelling story for why his PC exists in this world. I don't want to lose a creative idea from a player just because I didn't think of it.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 4985042, member: 4892"] To further greater honesty in this discussion, please quote the text of the 4E DMG that suggests "teleporting treasure." Thanks, VB I am familiar with 1E and 4E. I still own both DMGs and find the advice in each helpful. I also see the contrasts between the two. "Old School" design insinuated that once you as DM build the world it is then "static." I [B]don't[/B] mean that nothing can change from that point, but if you placed the Goo-Gaw of Gax in the Dungeon of Darkness it stays there until someone finds it. It doesn't have to be the PCs, but someone has to find it or it lies dormant. "New School" design insinuates that things in your campaign don't really exist until you reveal them to the players. Up until that point you have the right as DM to change things up to make things more fun, dramatic, etc. One modern example in another media is the show "24." Each season is a work in process. Some things that made sense in planning change over the course of the season. Some actors have no idea that their character is actually a plot twist villain. Both design philosophies have their strengths and weaknesses. For example, you are more apt to cause plot holes with "New School" design if you're not careful, but you are more apt to paint yourself into a corner with "Old School" design if you're not careful. On topic, I think it's really just some of the associated elements that some people have identified that cause the divide. Power levels seem to definitely be one. World setting seems to be another major issue. I think the problem of "anything goes" is generally theoretical unless a problem player or DM is involved. I know someone will come along and tell me about their player who wanted to play a telletubby in a serious campaign, that's a problem player IMO. I personally leave all options open, with one caveat. When playing something I don't initially envision being in the world I've created (or borrowed), it is the player's responsibility to create a compelling story for why his PC exists in this world. I don't want to lose a creative idea from a player just because I didn't think of it. [/QUOTE]
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Why do DM's like Dark, gritty worlds and players the opposite?
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