The Dungeon Masters Guild
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Technical and intuitive by Thrandorian


There may be as many different types of campaigns as there are dungeon masters to run them. In my experience and correspondence with other dungeon masters, I have noted that no one single type of campaigning seems to stand above the others. Long-term campaigns exists where the dungeon masters primary focus is the rules, the statistics and technique involved in the play of the game. In these campaigns knowledge of the rules and typical medievil history can propell a player forward in experience points and respect from their peers. In other cases the primary focus has been the role-playing and characterizations. In both cases some players will actually spend more energy building and developing towns, castles, corporate entities or whatever, preferring the building of the world and embellishing it's storyline above the mechanics of play.

Of course few campaigns are based on a single point of view. Some balance of "intuitive" and "technical" methodology is found. Adventure, problem solving, role-play and of course the essential slaying of monsters and rule lawyering is normally required to fill out a game. Do you play more in the technical or the intuitive method?

The technical method is one which seeks legitimacy through its association with published rules, precedents or direct examples from our world. History's famous battles, tables and charts along with a variety of reference materials are the technical dungeon masters best friend. Agricultural regions and trade routes may play as great a role in the power bases of their lands as magic or military might. In some cases dungeon masters may be experts in the area of history, science, linguistics or one of many other subjects and as such tend to build their campaigns in the image and structure of this knowledge. This type of campaign encourages the players to have knowledge in regard to medieval warfare, weapons and technologies. It strongly rewards players who are scholarly as well as effective in their game play. Creativity is still valued but scholarship and technical skill are the intellectual hierarchy.

The intuitive method seeks its credibility through the adoption of certain common rationale. The players generally begin with an acceptance that the DM will make consistent and reasonable rulings based on his or her own sense of what is logical. Either that or he/she just tells them he's god and to accept that or go away. The rules are truly just a guidline. The players agree to accept the rulings of the DM, regardless of his lack of demonstrativly presented charts, tables or reference material. Rules are still in force but in a looser, more free-form style. If the DM says that gravity is illusionary and only in force as long as one believes in it, thats just the way it is. The intuitive style seeks to bring a sense of realism not through technical correctness but more by creating a sense of emotion and continual movement during the game. Rules will be (if not always technically based in real-life fact) still consistently applied and therefore become distinct and reliable. The intuitive method seeks its realism through the suspension of disbelief on the part of the players, trusting the DM and allowing the speed of play and the depth of characterization to provide realism. In the intuitively run campaign creativity is paramount and simply requires consistency within the previously accepted boundaries to be accepted. Technical skill and scholarship are rewarded but take a back seat to creativity and character development.

What balance do you seek?


As always just MHO,

Thrandorian