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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4702298" data-attributes="member: 710"><p>Cadfan, I think the Ghost and Raven Crowking seem to explain the difference - it is who gets to decide whether something might be appropriate or not.</p><p></p><p>With half-way clever players and DM, either choice will probably lead to the same game experience, so the question might be - is it really that important in practice or more a philosophical question? I don't know.</p><p></p><p>In the end, in either scenario the world exists to make for an entertaining and "fun" game for the players and the DM. People have different ways of being entertained or having fun, so I think the OP makes one crucial mistake: Assuming there is a right and a wrong way. There isn't. </p><p></p><p>I prefer stuff like adventure paths, tailored encounters, and plot hooks and material that fits the players desires (as they explicitly express them as well as implicitly provide them by their character abilities and actions.) I don't trust the "emergent" fun of a different approach. I am obviously not alone with this preference, but there are enough people that find this approach unsatisfying. </p><p></p><p>I tend to think that most systems can be used for either approach, though one approach might be made easier by a system.</p><p>For example, a system that doesn't come with a few random encounter tables might require the DM to make them up, a system that doesn't come with a measurement for character power vs monster power (Challenge Rating, monster levels etc.pp.) requires the DM to figure the power out themselves.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4702298, member: 710"] Cadfan, I think the Ghost and Raven Crowking seem to explain the difference - it is who gets to decide whether something might be appropriate or not. With half-way clever players and DM, either choice will probably lead to the same game experience, so the question might be - is it really that important in practice or more a philosophical question? I don't know. In the end, in either scenario the world exists to make for an entertaining and "fun" game for the players and the DM. People have different ways of being entertained or having fun, so I think the OP makes one crucial mistake: Assuming there is a right and a wrong way. There isn't. I prefer stuff like adventure paths, tailored encounters, and plot hooks and material that fits the players desires (as they explicitly express them as well as implicitly provide them by their character abilities and actions.) I don't trust the "emergent" fun of a different approach. I am obviously not alone with this preference, but there are enough people that find this approach unsatisfying. I tend to think that most systems can be used for either approach, though one approach might be made easier by a system. For example, a system that doesn't come with a few random encounter tables might require the DM to make them up, a system that doesn't come with a measurement for character power vs monster power (Challenge Rating, monster levels etc.pp.) requires the DM to figure the power out themselves. [/QUOTE]
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