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Why punish a player if they can't come to the game?
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<blockquote data-quote="howandwhy99" data-source="post: 2556373" data-attributes="member: 3192"><p>Reply to swrushing</p><p></p><p>Yes, refereeing is a different style of running games. The world surrounding the players has dozens, perhaps hundreds of creatures in it (both monsters and say, sentients). As referee I would place them in as exciting and logical consistent manner as possible. I would also have an eye towards gradual increases in challenges. But it is always the players' option to jump off a mountain, attempt to assassinate the king, and march to the rumored ancient dragon's lair (if they can find it). Yes. I'd like to think they won't do these things. But I don't set up scripts that block the option either.</p><p></p><p>Yes, there certainly is DM responsibility. I was the one who placed the creatures in the world. I defined their personalities and intentions. And I would play each out to the best of my ability. It is a simulationist environment though. I have placed many, many interesting adventures and encounters in the world, but if the players chose not to follow any of them that is again their prerogative. The only way I think I would have failed then is in interesting the players. But normally such a thing happens when the players have their own ideas for adventure (plans in character - not just handing me some written module). I.E. building their own town and defending it. This is one of the greatest things simulationist games can do. The players are no longer even seeking adventure, but making it for themselves. </p><p></p><p>I don't believe this method tries to eschew DM responsibility. What I think it does is put the players in the driver's seat. I'm still responsible for running an exciting, logical, and fair game. A lot of times this means scripts as you suggest. Other times it does not.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 2556373, member: 3192"] Reply to swrushing Yes, refereeing is a different style of running games. The world surrounding the players has dozens, perhaps hundreds of creatures in it (both monsters and say, sentients). As referee I would place them in as exciting and logical consistent manner as possible. I would also have an eye towards gradual increases in challenges. But it is always the players' option to jump off a mountain, attempt to assassinate the king, and march to the rumored ancient dragon's lair (if they can find it). Yes. I'd like to think they won't do these things. But I don't set up scripts that block the option either. Yes, there certainly is DM responsibility. I was the one who placed the creatures in the world. I defined their personalities and intentions. And I would play each out to the best of my ability. It is a simulationist environment though. I have placed many, many interesting adventures and encounters in the world, but if the players chose not to follow any of them that is again their prerogative. The only way I think I would have failed then is in interesting the players. But normally such a thing happens when the players have their own ideas for adventure (plans in character - not just handing me some written module). I.E. building their own town and defending it. This is one of the greatest things simulationist games can do. The players are no longer even seeking adventure, but making it for themselves. I don't believe this method tries to eschew DM responsibility. What I think it does is put the players in the driver's seat. I'm still responsible for running an exciting, logical, and fair game. A lot of times this means scripts as you suggest. Other times it does not. [/QUOTE]
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Why punish a player if they can't come to the game?
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