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Why I don't GM by the nose
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<blockquote data-quote="pemerton" data-source="post: 5400818" data-attributes="member: 42582"><p>At my table :</p><p></p><p style="margin-left: 20px">(3) does not apply fully, as the players may discuss things among themselves, their PCs may make plans, swap items etc. But action resolution involving NPCs and other gameworld elements that are not under PC control can't happen when I'm not there.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(4) does not apply fully - I take it that I am obliged to follow the 4e encounter-building guidelines. This is the implicity guarantee my players have that the challenges presented are ones that they can meet via their PCs. That said, when it comes to terrain effects and hazards 4e is pretty liberal. So these constraints are mostly relevant to overall encounter levels and the specification of the combat stats and DCs of individual elements that make up encounters.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(6) does not apply - I don't change die rolls for action resolution.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(7) does not apply. New members come into the group via group consensus. I don't remember ever having evicted anyone, but I think that also would have to be via consensus.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(8) does not apply fully - there can be minor house ruling, and as GM I have the greater say and tend to initiate such things more often, but player input counts and there can be (and from time to time has been) negotiation.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(9) does not apply.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(11) does not apply fully. GM permission is required to take actions outside the given mechanical framework of one of each sort of action per turn (subject to conditions like dazed). But as GM I am obliged to follow the guidelines given on p42 of the DMG and its descendants (like the improvisation notes in the RC). And the players know this, and declare actions for their PCs in light of it. The actual DCs and effects of non-standard actions tend to be negotiated between me and the players.</p><p></p><p>So the GM has more power, but not (I think) total power. And there is also the distinction between de jure and de facto authority I mentioned above, which is relevant to (1) and (10) in your list.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5400818, member: 42582"] At my table : [indent](3) does not apply fully, as the players may discuss things among themselves, their PCs may make plans, swap items etc. But action resolution involving NPCs and other gameworld elements that are not under PC control can't happen when I'm not there. (4) does not apply fully - I take it that I am obliged to follow the 4e encounter-building guidelines. This is the implicity guarantee my players have that the challenges presented are ones that they can meet via their PCs. That said, when it comes to terrain effects and hazards 4e is pretty liberal. So these constraints are mostly relevant to overall encounter levels and the specification of the combat stats and DCs of individual elements that make up encounters. (6) does not apply - I don't change die rolls for action resolution. (7) does not apply. New members come into the group via group consensus. I don't remember ever having evicted anyone, but I think that also would have to be via consensus. (8) does not apply fully - there can be minor house ruling, and as GM I have the greater say and tend to initiate such things more often, but player input counts and there can be (and from time to time has been) negotiation. (9) does not apply. (11) does not apply fully. GM permission is required to take actions outside the given mechanical framework of one of each sort of action per turn (subject to conditions like dazed). But as GM I am obliged to follow the guidelines given on p42 of the DMG and its descendants (like the improvisation notes in the RC). And the players know this, and declare actions for their PCs in light of it. The actual DCs and effects of non-standard actions tend to be negotiated between me and the players.[/indent] So the GM has more power, but not (I think) total power. And there is also the distinction between de jure and de facto authority I mentioned above, which is relevant to (1) and (10) in your list. [/QUOTE]
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