![]() The DM spends time creating a quest and a set of challenges that must be overcome before the players can achieve the quest. If the DM creates a challenge that is too difficult, then the game either stalls or the players die, which results in more work for the DM and players since new plotlines and characters need to be built. The DM is responsible for creating challenges that are properly balanced for the players. ![]() In addition, the game features a major resource imbalance between DM and player away from the game table. Railroading players to keep them (and the gaming session) on track in the campaign world.īilly Joel, who provided the title for this post.Improvising to match player interests in the campaign world.Punishing players with penalties, including death, for taking risks and engaging in dangerous behaviors.Rewarding players for taking risks and engaging in creative storytelling and roleplaying.Deterring players from achieving their stated goals with a litany of hazards and enemies.Encouraging players to develop their character by setting goals in the campaign world.During any given session, I am engaged in the following: ![]() ![]() The role of the DM is quite complicated and in many ways – contradictory. ![]() I struggle with the cooperative definition, because I find that playing D&D is laden with competitive overtones. The statements above seems stark and cold, but – for me – it rings more true than false. I have often wondered about the role of the DM, and how Dungeons & Dragons is referred to commonly as a cooperative game. ![]()
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