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Why I don't GM by the nose
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<blockquote data-quote="pemerton" data-source="post: 5401060" data-attributes="member: 42582"><p>Hussar, answer to your last question: no, unless the room is the player's PC's house/hide-out/whatever, which the player has introduced into the game via PC backstory.</p><p></p><p>That is, in my game the GM has overwhelming (although not total) backstory authority. This goes to item (1) in your list.</p><p></p><p>The 4e rules on fudging dice (item (6) on your list) are a bit vaguely worded (pp 18, 113 of DM's book in the Essentials kit, pp 15, 31 of the DMG) but do suggest the GM enjoys a prerogative to suspend the action resolution rules for monsters/NPCs in the players' favour in extreme circumstances.</p><p></p><p>But there is no suggestion that the GM should suspend the rules to hurt the players - rather, the encounter can be altered (ie made tougher) on the fly, either by adjusting the monster's/NPC's stats or adding new monsters/NPCs to the encounter (DM's book p 113, DMG p 31). This falls under your item (4) - like I said, 4e has pretty flexible encounter design guidelines, so sticking do them doesn't place a lot of limits on the GM (but it does place some - if you make a monster tougher, for example, or introduce new foes, then you may be changing the level of the enemy/encounter and therefore changing the XP reward to which the players are entitled).</p><p></p><p>I agree with your items (2) and (5). They are intrinsic to D&D, as a pretty traditional RPG.</p><p></p><p>I think (7) and (8) are probably the most controversial on your list. Item (7) isn't stated in any 4e rulebook that I can think of, and isn't something that's ever been true of my gaming table. As to (8), Essentials doesn't seem to discuss it. The DMG does, though, on page 189:</p><p></p><p style="margin-left: 20px">Think carefully about the reason for changing or adding a rule. Are you reacting to a persistent problem in your campaign, or to one specific incident? Isolated problems might be better handled in other ways. More important, do the other players agree to the need for a change? You have the authority to do whatever you want with the game, but your efforts won’t help if you have no group.</p><p></p><p>There's no denying that that runs your way!</p></blockquote><p></p>
[QUOTE="pemerton, post: 5401060, member: 42582"] Hussar, answer to your last question: no, unless the room is the player's PC's house/hide-out/whatever, which the player has introduced into the game via PC backstory. That is, in my game the GM has overwhelming (although not total) backstory authority. This goes to item (1) in your list. The 4e rules on fudging dice (item (6) on your list) are a bit vaguely worded (pp 18, 113 of DM's book in the Essentials kit, pp 15, 31 of the DMG) but do suggest the GM enjoys a prerogative to suspend the action resolution rules for monsters/NPCs in the players' favour in extreme circumstances. But there is no suggestion that the GM should suspend the rules to hurt the players - rather, the encounter can be altered (ie made tougher) on the fly, either by adjusting the monster's/NPC's stats or adding new monsters/NPCs to the encounter (DM's book p 113, DMG p 31). This falls under your item (4) - like I said, 4e has pretty flexible encounter design guidelines, so sticking do them doesn't place a lot of limits on the GM (but it does place some - if you make a monster tougher, for example, or introduce new foes, then you may be changing the level of the enemy/encounter and therefore changing the XP reward to which the players are entitled). I agree with your items (2) and (5). They are intrinsic to D&D, as a pretty traditional RPG. I think (7) and (8) are probably the most controversial on your list. Item (7) isn't stated in any 4e rulebook that I can think of, and isn't something that's ever been true of my gaming table. As to (8), Essentials doesn't seem to discuss it. The DMG does, though, on page 189: [indent]Think carefully about the reason for changing or adding a rule. Are you reacting to a persistent problem in your campaign, or to one specific incident? Isolated problems might be better handled in other ways. More important, do the other players agree to the need for a change? You have the authority to do whatever you want with the game, but your efforts won’t help if you have no group.[/indent] There's no denying that that runs your way! [/QUOTE]
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