what you don't understand in your fucking DM v Player war you want to perpetuate is i never said anything like that. but your small mind cant wrap around that though you big mouth can wrap around a barrel of cocks quite easily.RobbyPants wrote:2) As I mentioned before, Shadzar seriously cannot wrap his head around the idea that player interest and DM interest do not have to run counter to each other.
DM interest and player interest have nothing to do with each other outside of 1 simple thing. the game being played.
this does NOT mean the DM is the property of the players, nor does it mean the players MUST play with any DM.
when, as a player, i game i game with certain DMs because their ability, story ideas, etc. i expect the DM do make the decisions of what will be going on, and expect certain things to not exist in the game. the DM can do what the hell he wants within those bounds. that is why some people i wouldnt be near when they run a game, and others i would join if asked. my interest as a player is the game, not some rapier wielding swashbuckling fop like others that ARE anti-DM around here.
Spock put it best: "The needs of the many outweigh the needs of the few, or the one."
the DM is serving the needs of the many, the player can most only serve the needs of the one.
if a player is wanting something so specific from a game that is pretty much a generic as you can get, then THEY should be running it, but they should not put the expense of the others to have to pay for that rapier wielding swashbuckling fop that is the only thing they can imagine to play.
a guide MUST NOT assume that everyone is of the exact playstyle and story level of enjoyment, but must set for the DM to be able to handle a mix of the varieties and be able to make them work together, within the DM's own acceptable tolerances. it is really that simple.
again you sound like you don't understand that a DM should have fun too, and want to force more things like eBerron and warforged into every game like the moron Mearls.
not every DM has to run eBerron, or Birthright or whatever setting, nor does doing so make them a "good" DM. a bad DM is one that doesn't enjoy what they are doing, not that a good DM can play in any setting. so i will cut that shit off before it begins again from those idiots around here that think a good DM is only one that will pamper the players in any way and just love any shitty setting because the players love it. DMs arent lemmings like the majority of the human race is.
to some... the words you neglected to add. in the case of reaching the door, the players have no say. they now have an interaction to play out and figure out WHY they didn't reach the door, but in the end, the DMs job is to keep the game going. he CAN allow some discussion IF warranted, but NO DM guide will ever be able to list all cases where that is warranted to halt the game, and is left up to the DM and the group to decide. otherwise it is like Mearls telling you how you must DM D&D even though he has never met you or gamed with you, and your DM guide ends up as shitty as every other book WotC has produced for D&D, and adventures that are railroads likie everything including this Dragonspear thing from GenCon last weekend.PoliteNewb wrote:I do not disagree with you that if you cannot convince the GM he is wrong, you have reached an impasse (which will often result in the breakdown of the game). Note that this does not mean that 'his interpretation will prevail'...if the entirety of the party disagrees with the GM, and he refuses to alter his ruling, he is essentially shooting his gaming group in the head out of spite.Kuri Näkk wrote: You do not have to meekly submit to a jackass GM but GM's word IS final in a typical RPG. If you walk to a door and fall to a pit because GM says so then you will not tell him that he is wrong about the pit. You will tell him that he is wrong about not allowing a Reflex save. If the GM claims that this particular pit trap does not allow a Reflex save for reason X then you can argue with him and a good GM will listen. However, if you cannot convince the GM then his interpretation will ultimately prevail. Not because a GM is always right but because there is no way you can effectively overrule a GM without destroying the game he is GMing. That is, you can argue but in the end you either accept GM’s rulings or you tell him to fuck himself and start a new game without him.
Can you not see how 'advice' which tells the GM "Your word is final, you are the arbiter in your game" completely encourages the GM to never change his mind or listen to reason, and instead hold the game hostage because "I'm the Boss!"?
so the discussion can also hold the game hostage and the DM hostage as well. so where do you draw the line? in most cases, the DM has final say, you play the game, and debate after in other free time that you may have, not the time allotted for playing the game. it is an adventure game afterall, not a rules-lawyering game or court room simulation.