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6th Dec 2018, 6:00 AM
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Author Notes:

Newbiespud 6th Dec 2018, 6:00 AM edit delete
As I was thinking about this scene, it occurred to me: We kinda dropped the whole 'friendship lesson' thing within the first few sessions of the comic, so that wouldn't be the thing that turns it around...


Khyrin 6th Dec 2018, 6:18 AM edit delete reply
Was not expecting that turnabout.
Specter 6th Dec 2018, 6:28 AM edit delete reply
This feels like this is going into 'feels' territory, and I'm getting all giddy and excited for it.
Anon 6th Dec 2018, 6:34 AM edit delete reply
Yes, bring on the feels!
ThatGuest 6th Dec 2018, 6:48 AM edit delete reply
Yep, in the end, as GMs we're supposed to give the players a place where they can have their adventures and write their stories.
Enigmatic Jack 6th Dec 2018, 6:54 AM edit delete reply
That's what bugs me about the popular "GM vs. PCs" trope. I know that for a lot of people that's just tossed around as a joke... but there are some people out there who think that's how the game is actually supposed to be played.
Digo Dragon 6th Dec 2018, 7:07 AM edit delete reply
Digo Dragon
As a very experienced DM, I can tell you that such a trope doesn't workout for many groups. Most players I've had just want to have a fun social experience, and what table top RPGs can do really well is be used as a tool to create a fun, social experience.
Godzfirefly 6th Dec 2018, 9:13 AM edit delete reply

I'd say yes and no. In the old days of early D&D, antagonistic DMing was pretty common, so also pretty accepted. It was part of the social experience and social contract. It was part of how both players and DMs had fun.

And, if the players expect antagonistic DMing (that part is VERY important) then the experience really is fun. Indeed, if the players expect an antagonistic DM and get one that's working with them instead, that can ruin that particular type of group's fun. They want the challenge and the risk. They aren't having fun if their characters aren't periodically dying. If they feel the DM isn't giving them that risk/challenge, they will push for it until either the DM breaks or they get what they want. Sometimes by intentionally ignoring the storyline and looking for more challenging foes. Sometimes by trying to skip the weaker stuff and going to the end of the story early.

Either way, the difference in playstyle between DM and players when the players want an antagonistic DM and the DM isn't that can be just as damaging to group dynamics as if they want a cooperative DM and get an antagonistic one.
Albert 6th Dec 2018, 12:03 PM