tag:blogger.com,1999:blog-4201885064979362632.post2058832392736492189..comments2024-03-27T14:50:52.599-04:00Comments on of Pedantry: You Can't Go Home Again, or, Designing For PlayersAnthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-4201885064979362632.post-57310684587731514512011-01-05T12:32:11.889-05:002011-01-05T12:32:11.889-05:00Yes, definitely speaking only of the design phase....Yes, definitely speaking only of the design phase. What goes on at the table is collaborative. Only when it is the DM creating in a solitary bubble should the focus be on designing for his own tastes. A DM who runs a game and only adjudicates in his own favor/tastes is just terrible.<br /><br />Actual play would be a whole different topic. No plan survives contact with the enemy and so forth. Since I am strictly in a design phase with no group real or anticipated, this is the mentality I am employing.<br /><br />Thanks for stopping by.Anthonyhttps://www.blogger.com/profile/02363226867428219723noreply@blogger.comtag:blogger.com,1999:blog-4201885064979362632.post-58175526480218120732011-01-05T11:46:46.675-05:002011-01-05T11:46:46.675-05:00Your final and summarizing sentence on offering a ...Your final and summarizing sentence on offering a robust game seems to me the best advice to give any DM, new or old. The DM's energy and interest must be sufficient to sustain the game. If the DM is not into it, nobody else can be. <br /><br />But is the approach I think you're subscribing to limited to design, setting and rules considerations? If so, I think its viable. But what role would the players have in determining what actually happens each session in your game? Should this also be informed or directed primarily by the DMs tastes?Anonymousnoreply@blogger.com