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<blockquote data-quote="Nagol" data-source="post: 4732608" data-attributes="member: 23935"><p>I generally DM. I play because it's fun.</p><p></p><p></p><p></p><p>I'm more synergistic than creative in D&D. It is something of an outlet creatively though I have others.</p><p></p><p></p><p></p><p>D&D offers the advantage of participating in a shared creation. As the DM I design the situation. The players choose its resolution. </p><p></p><p></p><p></p><p>As unrecorded performance art, the sessions are "owned" by those who participated. I doubt I would participate if there were recordings. As for the notes of the scenarios, the DM owns the ones he purchases/creates and the players own the ones they create.</p><p></p><p></p><p></p><p>No.</p><p></p><p></p><p></p><p>The player owns the PC for as long as he plays it, but he assigns some rights to the DM. If the Pc is retired but the campaign continues, the DM has the right to run the PC as an NPC as necessary.</p><p></p><p>Where the campaign came from has no bearing.</p><p></p><p></p><p></p><p>Neither. I'm impressed by integity both in campaign design and character development. By campaign integrity, I mean campaigns where consequences of design decisions and plot actions are considered and logically extrapolated such that the world has a feeling of versimilitude. Character development is similar though the scale is different.</p><p></p><p></p><p></p><p>As a cooperative rather than competitive game, D&D is won when the campaign ends due to mutual agreement and the group agrees it was enjoyable. Double points if the group has one or more new iconic stories for future tables.</p><p></p><p></p><p></p><p>Game rules have two main purposes: to provide a method of resolution for actions important enough to be tracked as success/failure and to shape player choice to the expected tropes and conceits of the campaign.</p></blockquote><p></p>
[QUOTE="Nagol, post: 4732608, member: 23935"] I generally DM. I play because it's fun. I'm more synergistic than creative in D&D. It is something of an outlet creatively though I have others. D&D offers the advantage of participating in a shared creation. As the DM I design the situation. The players choose its resolution. As unrecorded performance art, the sessions are "owned" by those who participated. I doubt I would participate if there were recordings. As for the notes of the scenarios, the DM owns the ones he purchases/creates and the players own the ones they create. No. The player owns the PC for as long as he plays it, but he assigns some rights to the DM. If the Pc is retired but the campaign continues, the DM has the right to run the PC as an NPC as necessary. Where the campaign came from has no bearing. Neither. I'm impressed by integity both in campaign design and character development. By campaign integrity, I mean campaigns where consequences of design decisions and plot actions are considered and logically extrapolated such that the world has a feeling of versimilitude. Character development is similar though the scale is different. As a cooperative rather than competitive game, D&D is won when the campaign ends due to mutual agreement and the group agrees it was enjoyable. Double points if the group has one or more new iconic stories for future tables. Game rules have two main purposes: to provide a method of resolution for actions important enough to be tracked as success/failure and to shape player choice to the expected tropes and conceits of the campaign. [/QUOTE]
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