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Stary 11-05-2015, 11:40   #27
Lord Cluttermonkey
 
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Mi się za to bardzo podoba taki punkt widzenia:

Cytat:
To achieve your goals, you are playing the DM.

Note, I do not said playing against. The DM is not in competition with you, and you are not with him or her. Those who insist on seeing themselves locked in a struggle against the DM for gain have deluded themselves into thinking the structure of the roleplaying game is simple and clear. They see themselves as the protagonist and automatically brand any apparent opposition as the given antagonist. It's a me versus the world philosophy, whether the gain is rank or information or personal conquest. Like the heckler at a comedy club, this individual has missed the point.

The DM is potentially your ally. You need his or her judgement to succeed at your tasks, and as I said, the DM's inclination is that you should receive it. Oh, the DM will try to give the opposite impression; the DM will seem to mind fuck you and confront you with obstacles at every opportunity ... but it is all smoke and mirrors. Deep down, the DM's real desire is that you will thwart all of his or her obstacles and ultimately triumph.

He or she just can't say so.

As a player, you must rise above appearances. You must realize that this individual running the game has no animosity towards you or your character (or should have none ... but more about that later). Hopefully, the DM is a friend. It is up to you as a player to tap into that friendship and make it work for you. Having the DM on your side in a game, whatever the reason, is the brass ring ... and even though with a very good DM it will be hard to have, you've got to keep reaching for it. Otherwise, you're stuck with the success the dice can give you ... and the dice are somewhat less than reliable.

Most often, most players do that by playing the DM's game. This is easiest, after all. The DM clearly wants things from the party ... adventure to this place, kill this monster, achieve this victory and so on. Ordinary players approach the game with the expectation of buying into that agenda - it is much easier than trying to push their own, and if their DM is at all high strung, there's less table drama in the bargain.

It takes a little more chutzpah to deliberately subvert the DM's wishes in order for the player to achieve his or her personal ends ... but that is what's needed! Remember, you ARE your character. You have needs and wants too; and in the long run, your needs and wants should trump those of the DM. You're the one down on the ground, fighting the monsters, suffering the losses and taking the risks. It is your character that is going to live or die here ... a character into which you've sought to invest. If those monsters opposed to you die, the DM's world will go on. The DM can make more at a whim. But if your character dies ... that's it. Something that you have cherished and perhaps loved is gone forever. The DM in no manner can suffer a loss like that. You can. And because you can, you must recognize that this game is hinging on your emotion and not the DM's. That gives you precedence, here. You are the active ingredient, and so it is your actions that matter.

You must stiffen yourself, then, towards winning the DM onto your side in order to win the game (achieve your goals). Some do this with rules lawyering, to corral the DM into actions that correspond to mutually agreeed upon limits to the DM's behavior. Some manipulate through wheedling, whining or out-and-out complaining. Some keep notes on every word the DM has said in order to flash those notes at the right time in order to compel the DM to adher to his or her own rulings. And some innovate.

The first examples above, and other things players do along those lines, are terribly overt and any long-time DM with experience can see them coming and he or she will often ignore such attempts through gravitas: "I am the DM, and I do not sympathize." Some DMs will respond less kindly. Some DMs will fix rules against tactics like lawyering out of sheer meanness, in the sense that they will get their backs up rather than give ground, even when they're wrong. But 'innovation' is a very difficult thing to subvert as a DM, and in fact it is what all DMs crave. It's the sort of thing that softens a DMs heart ... so in a situation where the player is trying to innovate, and failing miserably, DMs will nevertheless go gooey and give more ground than they ought. Innovation is the DM's Achilles' heel, and it is what you want to shoot for as a player.
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[D&D 5E | Zapomniane Krainy] Megaloszek Szalonego Clutterbane’a - czekam na: Lord Melkor, Dust Mephit, Panicz, psionik
[Adventurer Conqueror King System] Saga Utraconego Królestwa - czekam na: Gladin, WOLOLOKIWOLO, Stalowy, Lord Melkor, Pliman
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