In my own campaigns I have a strong tendency towards chaotic good (I like to think.) I'm fairly flexible where the rules are a little unclear and can be swayed by a good argument. I also have no pride and can be bribed.
I got a real culture shock with the last campaign I was a player in though. The DM was lawful neutral through and through. Everything was Rule as Written, no exception. It was a learning experience for me.
Rules are nice, but there are times to bend and break them for a story, and the story should be king. That tends to favor the players, if we decide that "Good" is for the players, and "Evil" is for the player's opponents.
Lawful DMs know all the rules and never fudge dice. Neutral DMs know the basic rules and rarely fudge dice. Chaotic DMs don't really care what the rules or the dice actually say.
Good DMs see the game as a cooperative storytelling experience. Neutral DMs see the game as what it is—a game. Evil DMs see the game as a power trip or competition. NOTE there is nothing that makes a "Good" DM better than a "Neutral" one: the difference is that Good DMs see the game as a story, while Neutral ones see it as a game. Both Good and Neutral DMs cheer for the players; only evil DMs cheer against them.
Therefore, Lawful Good DMs are detached storytellers who let the dice and rules decide the ending, even if it means Game of Thrones deaths. Neutral Good DMs are involved storytellers who won't double-check the rulebook and try to avoid character death except in major fights. Chaotic Good DMs are improvisational actors who are barely playing D&D anymore, and only kill characters by player choice.
Lawful Neutral DMs emphasize the war-game side of D&D, letting the characters win or lose fairly. True Neutral DMs focus on the bare-bones fun of hanging out with friends while beating monsters and getting treasure. Chaotic Neutral DMs are okay with silly beer-and-pretzels games full of in-jokes, memes, and references.
Lawful Evil DMs play like Lawful Neutral ones, but instead of hoping the players overcome the challenge, they want to win the game. Neutral Evil DMs just enjoy making everyone unhappy and feeling powerful, whether by winning the fight or manipulating the story. Chaotic Evil DMs have prewritten a novel and shove the players in for the ride while they put on a play with themselves.
Whew! That all said, my players would probably describe me as Lawful Good.
(Edit months later: I have to confess, while I want to be Lawful Good, I’m really more Neutral Good. I’m guilty of dice fudging rarely. Next campaign, though...)
I'd describe my current DM as neutral good. She encourages storytelling and character interaction, and tries to build a world that feels real and immersive. But she also relies a lot on random chance, rolling for encounters (as opposed to scripting them all ahead of time), and even rolling to decide who enemies attack instead of just having them go for the most optimal attacks or, conversely, going easy on the weakened players to avoid potentially killing them.
I like rules and mechanics a lot. I like having a shared understanding between players and DM regarding how the world works and how they affect it. Not to say that the players can't come up with something I didn't expect, just that how I handle that should make sense with respect to how everything else works.
I'm not averse to changing rules if we don't like them - my current campaign is riddled with house rules and homebrew systems - but I don't like breaking a rule for a one-off thing. I prefer a long-term solution in the form of a new rule. So I'm not sure where I would fall in this. I guess LG?
We mostly focus on having a nice evening and a lot of RP and don't stay strict to the rules. We even played half a campaign without any of the players actually having their character sheets ready. :D And another campaign without even having rules.
As a DM I'd I'm say neutral good, but I have my NE BBEG moments. One of the DMs I have is NE through and through. He cares almost null about the rules, and makes sure our enemies are always just a bit to powerful for us. All of us have died at least once, with the max being 3 times.
Chaotic: Rules are irrelevant, fun is all that matters.
Neutral: Rules are important, but shouldn’t stand in the way of fun.
Good: The PCs should always win.
Evil: How many PCs can I kill this session?
Neutral: I narrate the story, of a PC dies they die. But I didn’t kill them, the monster/villain did.
IMHO, every DM should strive for True Neutral.
According to this, I'm a variant of Neutral Good. The PCs should probably win most of the time, but they have to lose in order to know what it feels like. This makes the moments of success so much more meaningful.
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Please check out my homebrew, I would appreciate feedback:
I'd say I'm Neutral Good. I try not to fudge dice unless I really, really don't want to roll a nat 20 against the party, and I still have to look up some rules from time to time. However, I try to make the game fun and cooperative while incorporating an engaging story.
This probably should be a poll
In my own campaigns I have a strong tendency towards chaotic good (I like to think.) I'm fairly flexible where the rules are a little unclear and can be swayed by a good argument. I also have no pride and can be bribed.
I got a real culture shock with the last campaign I was a player in though. The DM was lawful neutral through and through. Everything was Rule as Written, no exception. It was a learning experience for me.
How about you? What alignment is your DM?
As the DM; I am neutral good:
Rules are nice, but there are times to bend and break them for a story, and the story should be king. That tends to favor the players, if we decide that "Good" is for the players, and "Evil" is for the player's opponents.
So here's how I see it:
Lawful DMs know all the rules and never fudge dice. Neutral DMs know the basic rules and rarely fudge dice. Chaotic DMs don't really care what the rules or the dice actually say.
Good DMs see the game as a cooperative storytelling experience. Neutral DMs see the game as what it is—a game. Evil DMs see the game as a power trip or competition. NOTE there is nothing that makes a "Good" DM better than a "Neutral" one: the difference is that Good DMs see the game as a story, while Neutral ones see it as a game. Both Good and Neutral DMs cheer for the players; only evil DMs cheer against them.
Therefore, Lawful Good DMs are detached storytellers who let the dice and rules decide the ending, even if it means Game of Thrones deaths. Neutral Good DMs are involved storytellers who won't double-check the rulebook and try to avoid character death except in major fights. Chaotic Good DMs are improvisational actors who are barely playing D&D anymore, and only kill characters by player choice.
Lawful Neutral DMs emphasize the war-game side of D&D, letting the characters win or lose fairly. True Neutral DMs focus on the bare-bones fun of hanging out with friends while beating monsters and getting treasure. Chaotic Neutral DMs are okay with silly beer-and-pretzels games full of in-jokes, memes, and references.
Lawful Evil DMs play like Lawful Neutral ones, but instead of hoping the players overcome the challenge, they want to win the game. Neutral Evil DMs just enjoy making everyone unhappy and feeling powerful, whether by winning the fight or manipulating the story. Chaotic Evil DMs have prewritten a novel and shove the players in for the ride while they put on a play with themselves.
Whew! That all said, my players would probably describe me as Lawful Good.
(Edit months later: I have to confess, while I want to be Lawful Good, I’m really more Neutral Good. I’m guilty of dice fudging rarely. Next campaign, though...)
Wizard (Gandalf) of the Tolkien Club
I guess by those definitions I am straddling the line between LG and NG as a DM....
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Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
IMHO:
IMHO, every DM should strive for True Neutral.
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I'd describe my current DM as neutral good. She encourages storytelling and character interaction, and tries to build a world that feels real and immersive. But she also relies a lot on random chance, rolling for encounters (as opposed to scripting them all ahead of time), and even rolling to decide who enemies attack instead of just having them go for the most optimal attacks or, conversely, going easy on the weakened players to avoid potentially killing them.
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i am a DM. i would say i'm lawful neutral, lawful good or neutral good or neutral.. i write down the whole story but i'm very flexible.
T.
I like rules and mechanics a lot. I like having a shared understanding between players and DM regarding how the world works and how they affect it. Not to say that the players can't come up with something I didn't expect, just that how I handle that should make sense with respect to how everything else works.
I'm not averse to changing rules if we don't like them - my current campaign is riddled with house rules and homebrew systems - but I don't like breaking a rule for a one-off thing. I prefer a long-term solution in the form of a new rule. So I'm not sure where I would fall in this. I guess LG?
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I think most of my DMs are chaotic good, as am I.
We mostly focus on having a nice evening and a lot of RP and don't stay strict to the rules. We even played half a campaign without any of the players actually having their character sheets ready. :D And another campaign without even having rules.
It's still a lot of fun. :-)
As a DM I'd I'm say neutral good, but I have my NE BBEG moments. One of the DMs I have is NE through and through. He cares almost null about the rules, and makes sure our enemies are always just a bit to powerful for us. All of us have died at least once, with the max being 3 times.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
According to this, I'm a variant of Neutral Good. The PCs should probably win most of the time, but they have to lose in order to know what it feels like. This makes the moments of success so much more meaningful.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
According to your definitions, being a DM who tends to do :
1: a lot of references
2: the "cloakers are all that matters and that if I suddenly prefer black pudding, then black pudding will be all that matters" mentality
3 : a definitively not serious campaign
I think I'm a chaotic neutral DM....
My favourites creations :
Half-Cloaker, Cloaker Lord, Potion of the Cloaker
I am looking for advice to upgrade my campaign.
There are troglodytes in my living room and cloakers in my basement.
I'd say I'm Neutral Good. I try not to fudge dice unless I really, really don't want to roll a nat 20 against the party, and I still have to look up some rules from time to time. However, I try to make the game fun and cooperative while incorporating an engaging story.
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My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
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