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worst (real) advice for DMs
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<blockquote data-quote="hawkeyefan" data-source="post: 8547083" data-attributes="member: 6785785"><p>I think [USER=20564]@Blue[/USER] 's original comment about knowing what the PCs can do was not so much about knowing every single thing about every PC so much as having a sense of what choices the players were making with character options and the like in order to then make sure to include those elements in adventure design/presentation.</p><p></p><p>When players make decisions of that sort, they're pretty much sending a signal to the GM, and the Gm should be aware of that. I largely agree with the idea. If someone takes the Linguist feat, for example, I'm going to make an effort to include elements that allow that ability to shine a bit. [USER=20564]@Blue[/USER] please feel free to correct me if I mistook your original point.</p><p></p><p>This doesn't mean that a GM needs to have an encyclopedic knowledge of every player facing rule, and I think taking the comment that way (not that you did that at all [USER=7016699]@prabe[/USER] , your comment just prompted my thoughts) kind of misses the point.</p><p></p><p></p><p></p><p>Yeah, I think if we look at D&D as a genre the way we tend to consider movies, then it would be the action movie of the RPG world. It doesn't have to be nothing but fighting, and there may be plenty of opportunity for other elements, but if there's no fighting at all, then D&D would seem an odd choice (except for the "it's what we know" familiarity factor).</p><p></p><p>It'd be like hiring Michael Bay to direct your film and then having him show up with explosives and giant set pieces and greenscreens and a stunt team....and then asking him to make Glengarry Glen Ross.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8547083, member: 6785785"] I think [USER=20564]@Blue[/USER] 's original comment about knowing what the PCs can do was not so much about knowing every single thing about every PC so much as having a sense of what choices the players were making with character options and the like in order to then make sure to include those elements in adventure design/presentation. When players make decisions of that sort, they're pretty much sending a signal to the GM, and the Gm should be aware of that. I largely agree with the idea. If someone takes the Linguist feat, for example, I'm going to make an effort to include elements that allow that ability to shine a bit. [USER=20564]@Blue[/USER] please feel free to correct me if I mistook your original point. This doesn't mean that a GM needs to have an encyclopedic knowledge of every player facing rule, and I think taking the comment that way (not that you did that at all [USER=7016699]@prabe[/USER] , your comment just prompted my thoughts) kind of misses the point. Yeah, I think if we look at D&D as a genre the way we tend to consider movies, then it would be the action movie of the RPG world. It doesn't have to be nothing but fighting, and there may be plenty of opportunity for other elements, but if there's no fighting at all, then D&D would seem an odd choice (except for the "it's what we know" familiarity factor). It'd be like hiring Michael Bay to direct your film and then having him show up with explosives and giant set pieces and greenscreens and a stunt team....and then asking him to make Glengarry Glen Ross. [/QUOTE]
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