
veector |

I sent this to my players so they know where I'm coming from as a DM. Feel free to debate or propose other ideas...
#1 A roleplaying game is about a story. If the rules get in the way of telling the story we want, we should find a way to adapt the rules (within reason) to have them help the story. Ten years from now, we may not remember what a favorite character's AC was, but I hope we remember things he did.
#2 Rules and game concepts must maintain consistency. When you define that magic works a certain way, it should work that way consistently. Why do Arcane Spellcasters suffer penalties when wearing armor? There's a reason in the game world. If there isn't a reason or an explanation for how something in the rules works in the game world (within reason), then it breaks the suspension of disbelief for me.
#3 The story/campaign setting should feel natural. One of the big things I try to play up when roleplaying NPCs or when describing a setting, and it's a lot easier with Paizo material, is that everything is real. Specifically, for it to be real, it has to have flaws, attributes which make it less than perfect. Sandpoint isn't the perfect little sleepy town. One of the reasons I hate non-Pixar Disney movies so much is that they ignore this. In Disney movies there is perfect goodness and perfect evil. Not so for my campaign.
#4 Combat must be dangerous. One of the things I've had to struggle with since D&D 3.0 came out is their whole notion of an adventuring day being comprised of a certain number of encounters and that those encounters should use up X percentage of resources. Well, that's a good guideline to have when designing a game system, but for the way the real world feels, that ain't so. For combat to be exciting and dramatic, there must be the prospect of loss. I'm not out to kill characters at any turn, but any fight you get into should have some consequence.
#5 Monsters are people too. Monsters and NPCs are the PCs of the Dungeon Master. I care about them as far as what they add to the story. I also feel that any NPC that has to tag along with the PCs detracts from their story. That being said, those encounters where you meet an interesting NPC or must meet an NPC again must be used to drive the story.
#6 No D&D group survives without teamwork. This goes beyond characters in a story. Every member of the group has a role in helping the gaming enjoyment of every other member of the group. If something is seriously hampering your ability to have fun at the game table, then everyone in the group should work to resolve it. Because, as I know from experience, one person's bad mood can affect everyone.
#7 The game shouldn't be taken too seriously. With D&D you should care about the story, but the tone of the story shouldn't always be the same. The D&D experience is a different story at different times. When playing the game, there must be drama to highlight the comedy and comedy to relieve us from the drama.
#8 Forgive players their impulses. Real characters in the same situations as the PCs are often in have the benefit of being scared, being cautious, being wise. A bunch of guys sitting around a table, it's easy to say "I touch the altar glowing with undeniable evil." I try to always confirm with a player that that's what they want to do unless they're obviously aware of any dangers.
#9 D&D is not a computer game. The game is not a static story. The world reacts to the PCs. Monsters behave as real beings. If ever you find in my game monsters that behave like World of Warcraft mobs (just waiting around in a tight group oblivious to the PCs), then I'm losing my touch.
#10 The characters have a larger responsibility than the Dungeon Master, especially with pre-published adventures. Maybe this is the real reason I always enjoy playing the Dungeon Master. I always enjoy reading adventures and getting a sense of what the story is expected to be. When it comes to playing, I've set the stage, I've prepped the actors for their roles, and when it comes to showtime, I'm not in control anymore. The vast majority of drama comes from the players. The way they play, their style and approach to the game, make or break the game for me. If, as a player, you're only interested in mechanics and how many "things" you can do/kill/collect, you're not really on the stage and you're not playing the kind of D&D I want to play.

Duck with a +1 Poodle Slayer |

veector wrote:If, as a player, you're only interested in mechanics and how many "things" you can do/kill/collect, you're not really on the stage and you're not playing the kind of D&D I want to play.If I said something like this, I would be accused of being a whiney, little, drama queen.
You're not a whiney, little drama queen....
Just a whiney, little poodle! ;P

Woodraven |

veector wrote:If, as a player, you're only interested in mechanics and how many "things" you can do/kill/collect, you're not really on the stage and you're not playing the kind of D&D I want to play.If I said something like this, I would be accused of being a whiney, little, drama queen.
What? Your'e not? Did I get of at the wrong stop. Hey courtfool I have a rolled up newspaper for you. ;)
As for what Veector said, I wholeheartedly agree with this. I started off seeing rpging as the walk around who do I hit. But with time I have learned that the game is to interact, and create memories. If my DM would have had something like this when I started we would have had some great times at the table.

Jeremy Mac Donald |

veector wrote:If, as a player, you're only interested in mechanics and how many "things" you can do/kill/collect, you're not really on the stage and you're not playing the kind of D&D I want to play.If I said something like this, I would be accused of being a whiney, little, drama queen.
Thats because you like Hero System. Some flaws can't be simply swept under the rug.

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Thats because you like Hero System. Some flaws can't be simply swept under the rug.
Hero System is cool. (For Superhero games. Fantasy Hero not so much.)
And I agree with the statement in question as well.
Punking the system and getting the loot is all well and good, but there has to be more for the campaign to be relevant and worth the effort I put into it.

Kirth Gersen |

Punking the system and getting the loot is all well and good, but there has to be more for the campaign to be relevant and worth the effort I put into it.
OK, that's the second time I've strongly agreed with Sam in the same number of weeks. Maybe I'm finally starting to see where he's coming from. Or maybe it's a sign of the End Times. Either way.

Amardolem |

I think that people would have more fun if everyone made a manifesto like this before playing together. Obviously it would be impractical, but it gives excellent insight into the mentality of a given DM/player. Thanks for sharing - it makes me want to make something similar.
please....no......no....

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#2 Rules and game concepts must maintain consistency. When you define that magic works a certain way, it should work that way consistently. Why do Arcane Spellcasters suffer penalties when wearing armor? There's a reason in the game world. If there isn't a reason or an explanation for how something in the rules works in the game world (within reason), then it breaks the suspension of disbelief for me.
Well said! If the DM/adventure cooks up some special spells/feats/skills/mechanic, then the PCs should at least be given the opportunity to try to duplicate. A response like, "no, u can't do what that npc just did, cause he's special" feels too much like the DM is jerking the players around.

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veector wrote:If, as a player, you're only interested in mechanics and how many "things" you can do/kill/collect, you're not really on the stage and you're not playing the kind of D&D I want to play.If I said something like this, I would be accused of being a whiney, little, drama queen.
You are the CourtFool, you're kind of expected to be a whiney, little, drama queen at some point. Why not revel in that expectation?!