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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="Eric V" data-source="post: 8433321" data-attributes="member: 6779717"><p>Could not agree more. One thing about this situation that I am surprised no one really addresses (AFAICT) is that it's a shut-down of an ability that I just can't see being used very often. Like, if I was the player, I might love that I FINALLY get to use this ability that comes with being a folk hero...and it gets quashed because the DM wants to do something else. Ugh, how many more opportunities am I going to get to use this ability? Will I even bother trying after the DM shut it down "because reasons?"</p><p></p><p>Did anyone but the DM want the fight? If it's really only the DM who wants the fight, can't they make the fight happen sometime later, without quashing the PC ability? Who's having fun with this scenario?</p><p></p><p>As for authority over the game...IMO, DMs should <em>really </em>try letting go and encouraging players to do more authorship. Takes some of the burden off. After years of playing 5e, we just got bored of the system and moved to an adjacent game, 13thAge. Players get "Icon Dice" that they can use to actively create fiction (A player can use one of these resources to create the fiction that "The Greyhawk Thieves' Guild understands that we get pinched from time to time, and usually leave a skeleton key behind the fifth brick in the 7th column...aha! A skeleton key! Gimme a minute or two and I'll get us out of this jail cell!") which then gets added to the lore of the world. The rules strongly suggest the GM go along as much as possible. It can be tough at first, but if one embraces it...it's great. "How did our assassin adversary escape?! He was locked up!" "Looks like he might have interned with the Thieves' Guild..."</p><p></p><p>It doesn't have to be adversarial, but it's great when the players see that their contributions to how the world works last longer than the immediate scenario they imagined them for. It's a real partnership, with real shared fiction, and it just took this long-time GM the willingness to let go of some control issues and trust my players. There's no reason this couldn't work in a 5e game...I think.</p></blockquote><p></p>
[QUOTE="Eric V, post: 8433321, member: 6779717"] Could not agree more. One thing about this situation that I am surprised no one really addresses (AFAICT) is that it's a shut-down of an ability that I just can't see being used very often. Like, if I was the player, I might love that I FINALLY get to use this ability that comes with being a folk hero...and it gets quashed because the DM wants to do something else. Ugh, how many more opportunities am I going to get to use this ability? Will I even bother trying after the DM shut it down "because reasons?" Did anyone but the DM want the fight? If it's really only the DM who wants the fight, can't they make the fight happen sometime later, without quashing the PC ability? Who's having fun with this scenario? As for authority over the game...IMO, DMs should [I]really [/I]try letting go and encouraging players to do more authorship. Takes some of the burden off. After years of playing 5e, we just got bored of the system and moved to an adjacent game, 13thAge. Players get "Icon Dice" that they can use to actively create fiction (A player can use one of these resources to create the fiction that "The Greyhawk Thieves' Guild understands that we get pinched from time to time, and usually leave a skeleton key behind the fifth brick in the 7th column...aha! A skeleton key! Gimme a minute or two and I'll get us out of this jail cell!") which then gets added to the lore of the world. The rules strongly suggest the GM go along as much as possible. It can be tough at first, but if one embraces it...it's great. "How did our assassin adversary escape?! He was locked up!" "Looks like he might have interned with the Thieves' Guild..." It doesn't have to be adversarial, but it's great when the players see that their contributions to how the world works last longer than the immediate scenario they imagined them for. It's a real partnership, with real shared fiction, and it just took this long-time GM the willingness to let go of some control issues and trust my players. There's no reason this couldn't work in a 5e game...I think. [/QUOTE]
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