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Why is it a bad thing to optimise?
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<blockquote data-quote="Kobold Boots" data-source="post: 5651159" data-attributes="member: 92239"><p>Hi Hussar - </p><p></p><p>I think the word "should" is a bit strong and implies that it's the preferable way of doing things universally. I think that's not the case.</p><p></p><p>But what I am a proponent of is the role of DM as a resource manager, player mentor, facilitator of the story and protector/guarantor of the enjoyment value the players receive. I've found in general that people play games for a few reasons: </p><p></p><p>1. To hang with friends and be or look cool </p><p>2. To hang with friends and take part in the story of the game, whatever it is.</p><p>3. To hang with friends and be useful to those friends, either as an opponent or an ally.</p><p>4. To hang with friends and eat lots of bad food at the game site <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>So considering the philosophy above (and my apologies for the long, borderline soapbox post.. no preaching intended) </p><p></p><p>If there's a real risk that my players are going to damage the game for each other without intending to, and I've seen it happen with other games with the same players I very well may create their initial characters for them after doing a short session of character history and mad lib with the group.</p><p></p><p>I certainly wouldn't do it without player input and I would build in that mad lib history development into the leveling process to both prevent the game from devolving into combat after combat and remind people what's important to the campaign (again provided that I'm actually running a story first game).</p><p></p><p>Best, </p><p>KB</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 5651159, member: 92239"] Hi Hussar - I think the word "should" is a bit strong and implies that it's the preferable way of doing things universally. I think that's not the case. But what I am a proponent of is the role of DM as a resource manager, player mentor, facilitator of the story and protector/guarantor of the enjoyment value the players receive. I've found in general that people play games for a few reasons: 1. To hang with friends and be or look cool 2. To hang with friends and take part in the story of the game, whatever it is. 3. To hang with friends and be useful to those friends, either as an opponent or an ally. 4. To hang with friends and eat lots of bad food at the game site :) So considering the philosophy above (and my apologies for the long, borderline soapbox post.. no preaching intended) If there's a real risk that my players are going to damage the game for each other without intending to, and I've seen it happen with other games with the same players I very well may create their initial characters for them after doing a short session of character history and mad lib with the group. I certainly wouldn't do it without player input and I would build in that mad lib history development into the leveling process to both prevent the game from devolving into combat after combat and remind people what's important to the campaign (again provided that I'm actually running a story first game). Best, KB [/QUOTE]
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