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<blockquote data-quote="ZSutherland" data-source="post: 1965042" data-attributes="member: 7638"><p>As a group, is there a bad or wrong way to play D&D, no probably not. If you play the game as a group and are having a good time, you're doing just fine. If you're playing as a group and are all equally bored stiff/nauseated by it, then you may be playing wrong but you'll probably stop playing.</p><p></p><p>However, yes absolutely there are wrong ways to play/run D&D from both the player's and DM's chair with any particular group.</p><p></p><p>Players</p><p></p><p>1) If your playing your character in such a way that it marginalizes or ruins the fun of the other players, you're playing D&D wrong for the group you're with. This obviously includes behaviour that unnecessarily disrupts the game, like attacking the other PCs w/o provocation, insulting NPCs from which the group needs assistance, and whatnot. However, it also includes behaviour that simply runs counter to the rest of the groups style of play. Playing a weepy, goth bard who insists on sitting around the common room all the time writing bad poetry while the rest of the group wants to go explore the ruined temple is just as bad as playing the half-orc barbarian whose answer to all of life's problems is "Kill it" in a game based on social interactions and political intrigue. Both character concepts have their place in some games and some groups, but failing to fall in with the group you're playing with or finding another is the wrong way to play D&D. It destroys everyone's enjoyment of the game, including yours.</p><p></p><p>2) Forgetting/failing to realize/not caring that the DM is a player, too. That his or her fun is just as important as that of anyone else at the table, and that he or she probably put a lot more work into the game than anyone else. If one/some/all of the players deprive the DM of his or her fun, they'll quicklky find the have no DM.</p><p></p><p>DMs</p><p></p><p>1) Similar to #1 for players, running a game that's far out of line with what your players want to do is the wrong way to DM. Thrusting your players into CotSQ when they want to engage in deep character development and backstory is bad, as is surrounding your PCs with intrigue and mystery when what they want is a cathartic, weekend kill-fest to escape the pressures of the week.</p><p></p><p>2) Showing favoritism to a player, whether this is in the form of extra rewards not actually earned, too much focus on one PC w/o the consent of the rest of the players, or breaking rules for one player while enforcing them on everyone else is the wrong way to DM. It breeds resentment.</p><p></p><p>3) Being inconsitent with your own rules. Rule 0 reigns supreme, and you should feel free to tweak the rules for your game as you see fit. However, you need to be consistent with it. If a given spell is unavailable for your players or works differently than described in the original source, that spell should be unavailable for all your NPCs or function with your revised description for everyone. Inconsistency confuses and frustrates the players by making them unsure of the probable results of their actions. They become less inclinded to take risks and it can often seem blatantly unfair.</p><p></p><p>Flame on,</p><p>Z</p></blockquote><p></p>
[QUOTE="ZSutherland, post: 1965042, member: 7638"] As a group, is there a bad or wrong way to play D&D, no probably not. If you play the game as a group and are having a good time, you're doing just fine. If you're playing as a group and are all equally bored stiff/nauseated by it, then you may be playing wrong but you'll probably stop playing. However, yes absolutely there are wrong ways to play/run D&D from both the player's and DM's chair with any particular group. Players 1) If your playing your character in such a way that it marginalizes or ruins the fun of the other players, you're playing D&D wrong for the group you're with. This obviously includes behaviour that unnecessarily disrupts the game, like attacking the other PCs w/o provocation, insulting NPCs from which the group needs assistance, and whatnot. However, it also includes behaviour that simply runs counter to the rest of the groups style of play. Playing a weepy, goth bard who insists on sitting around the common room all the time writing bad poetry while the rest of the group wants to go explore the ruined temple is just as bad as playing the half-orc barbarian whose answer to all of life's problems is "Kill it" in a game based on social interactions and political intrigue. Both character concepts have their place in some games and some groups, but failing to fall in with the group you're playing with or finding another is the wrong way to play D&D. It destroys everyone's enjoyment of the game, including yours. 2) Forgetting/failing to realize/not caring that the DM is a player, too. That his or her fun is just as important as that of anyone else at the table, and that he or she probably put a lot more work into the game than anyone else. If one/some/all of the players deprive the DM of his or her fun, they'll quicklky find the have no DM. DMs 1) Similar to #1 for players, running a game that's far out of line with what your players want to do is the wrong way to DM. Thrusting your players into CotSQ when they want to engage in deep character development and backstory is bad, as is surrounding your PCs with intrigue and mystery when what they want is a cathartic, weekend kill-fest to escape the pressures of the week. 2) Showing favoritism to a player, whether this is in the form of extra rewards not actually earned, too much focus on one PC w/o the consent of the rest of the players, or breaking rules for one player while enforcing them on everyone else is the wrong way to DM. It breeds resentment. 3) Being inconsitent with your own rules. Rule 0 reigns supreme, and you should feel free to tweak the rules for your game as you see fit. However, you need to be consistent with it. If a given spell is unavailable for your players or works differently than described in the original source, that spell should be unavailable for all your NPCs or function with your revised description for everyone. Inconsistency confuses and frustrates the players by making them unsure of the probable results of their actions. They become less inclinded to take risks and it can often seem blatantly unfair. Flame on, Z [/QUOTE]
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