Talk me down: Exotic Race Antipathy


Pathfinder First Edition General Discussion

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Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Kirth Gersen wrote:
OK, the theme I'm seeing from the "DM picks setting, take it or leave it" people is that no one else is ever willing to DM; one person always has a monopoly on the job. Is that actually the case? In my last group, out of 7 players, six of them (houstonderek, TOZ, silverhair2008, Jess Door, Psychicmachinery, Mundane) were also accomplished DMs with one or more of their own campaigns. I have never been in a situation in which only one person is willing to run a game.

Who was the seventh? Because Cyzzane was a GM before she was a player.


Ok, so far:

Aranna: 1a, 2a, any other response is a unique outlier.
Me: 1c, 2b.
knightday: 1a, 2b.
LordSynos (implied): 1a/b.

Others?


TriOmegaZero wrote:
Who was the seventh? Because Cyzzane was a GM before she was a player.

I stand corrected! Seven out seven players were also DMs. Which is obviously impossible, because I'm unique, so there can't possibly be seven other people in the same situation that we can name off the top of our heads.


Kirth Gersen wrote:

OK, the theme I'm seeing from the "DM picks setting, take it or leave it" people is that no one else is ever willing to DM; one person always has a monopoly on the job. Is that actually the case? In my last group, out of 7 players, six of them (houstonderek, TOZ, silverhair2008, Jess Door, Psychicmachinery, Mundane) were also accomplished DMs with one or more of their own campaigns. I have never been in a situation in which only one person is willing to run a game.

Arnwyn tells me that this is "almost wholely unique" (although it's true of pretty much all of the gaming groups I've been in, across 30 years and 6 states, so I'm inclined not to believe that continued assertion). So, am I the only person? Let's get some more data here -- please sound in, everyone!

Survey:

Quote:

1. Which of the following best describes your experience:

(a) Only one person is ever willing to be a DM.
(b) At least two people are able and willing to DM a game at any given time.
(c) Most of the players in a given group are also DMs at times.

2. Which of the following best describes your attitude on setting:
(a) What the DM says goes, no discussion. Take it or leave it.
(b) What the moajority wants will generally influence what direction the DM allows.
(c) All players must be allowed to play anything.

My guess is that question 1 will have more than one person to answer other than "a." I also predict that there will be a strong correlation between 1a and 2a answers.

1) When running a public game, I am the DM. Even if 5 people showed up who could be a DM that is irrelevant. I've posted a campaign, a timetable, and filled the player slots. There's no option to switch it up.

2) When running games in my local group, we have a few other people who could be DMs (and have in the past) but they prefer to play so much so that they will acquiesce to my campaign rules rather than put together their own campaign.

So:

In any interaction with my group of friends none of the strawman scenarios even applies as we are all reasonable human beings.

In public games I'm the DM and the game is the game. No discussion needed. If a true problem player showed up insisting on not abiding by the campaign I would just ask him to leave.


Again, let me post the initial conditions: this is a home game, not some sort of public sign-up thing.


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Kirth Gersen wrote:
TriOmegaZero wrote:
Who was the seventh? Because Cyzzane was a GM before she was a player.
I stand corrected! Seven out seven players were also DMs. Which is obviously impossible, because I'm unique, so there can't possibly be seven other people in the same situation that we can name off the top of our heads.

Na, Houston has a lot of GMs. Back many many years ago when I lived there, we had a number of people willing to do so. Once I moved off from such a big city, the number of willing contestants dwindled.


knightnday wrote:
Na, Houston has a lot of GMs. Back many many years ago when I lived there, we had a number of people willing to do so. Once I moved off from such a big city, the number of willing contestants dwindled.

Yeah, above I posited that DM-says-players-listen-or-leave is correlated with the ratio of willing DMs to players in a given area. That would explain my stance vs. some others'. However, I was immediately told that I was unique, that no one else ever had multiple people willing to DM in the same area/group, and therefore any comparison of the two was automatically a false premise and should not be entertained. I suspected otherwise, and you seem to be confirming that suspicion.


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Kirth Gersen wrote:
Survey:
Quote:
*snip

1b/1c and 2b.

Anyway, not only has my experience been that a significant number---if not most players---have DMing experience, but I've also found that people who haven't DMed before can pick it up quickly. Most of what a DM does, after all, is very similar to what a player does. You may create and roleplay more characters, but you already have experience doing that as a player. The stuff that isn't similar to being a player (mostly organization/logistics stuff) is easy to learn and if some of your players are DMs, you have an easy source of aid if you need it.

Edit: I've noticed a trend (to be clear, I'm not talking about this thread) of people who think that DMing is a singularly difficult task that few can do, but in my experience, that's very far from the case. If you've played tabletop roleplaying games before and enjoyed it, you probably have most the skills and all the drive/motivation needed.


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LordSynos wrote:
It takes a whole lot more effort for the GM to modify to accommodate a single player's preferences than it does for that one player to adapt to the GM's. Just my POV anyhow.

That's been almost the exact opposite of my experience. When I GMed in a GURPS game for my group, I had a homebrew setting of my own. Fairly standard medieval fantasy; not total Tolkienesque as your example, but it was definitely themed along those general lines.

One of my players said he wanted to play a hand to hand kung-fu style martial artist who could morph into a beast form. Think Synthesist Summoner crossed with Monk.

Completely had no place in the setting (as it was written then) but the other players were cool with it, and I worked it in, integrated the resultant monastery system into the cosmology of spirits I had planned out, decided where it had come from, and when I was done, the setting was actually a lot stronger for the exercise.

Wasn't particularly difficult or time-consuming in the larger scheme of things. Not compared to GM duties overall, certainly.

That's why I just... kind of cock my head when I hear people rage about how adding in the existence of something like Kitsune in their homebrew world would be such a horrific addition to their world-building burden as GMs, or how it would taint the visionary masterpiece of a world that they've meticulously created for their players' enjoyment. Because I've GMed, I've done more or less that... and in my experience, it... just isn't that bad. Just as long as I get player input early on, float any big restrictions early to see how they go over, and try not to be too uptight about the world I've created.

Oh, and as for Kirth's survey:

1) Somewhere between B and C. In a group hanging around six-ish, three people have GMed so far, and at least one more is probably going to take a shot soon, maybe two.

2) B is probably the closest. Honestly, it's not anything formal, we just talk it over and come to a general agreement on what sort of campaign we want to run next, and who's going to run it. There's plenty of back-and-forth, sometimes pushback, in both directions, from player to GM and vice versa, and it usually settles out to something fun.


Kirth Gersen wrote:
knightnday wrote:
Na, Houston has a lot of GMs. Back many many years ago when I lived there, we had a number of people willing to do so. Once I moved off from such a big city, the number of willing contestants dwindled.
Yeah, above I posited that DM-says-players-listen-or-leave is correlated with the ratio of willing DMs to players in a given area. That would explain my stance vs. some others'. However, I was immediately told that I was unique, that no one else ever had multiple people willing to DM in the same area/group, and therefore any comparison of the two was automatically a false premise and should not be entertained. I suspected otherwise, and you seem to be confirming that suspicion.

I'd say having seven people both able and willing to immediately DM a game is quite rare.


Democratus wrote:
I'd say having seven people both able and willing to immediately DM a game is quite rare.

That's probably true; 7/7 is a pretty extreme ratio. However, at least two, vs. one only, isn't "nearly unique." In fact it seems to be fairly common.

Scarab Sages

Throughout virtually all my school years: 1a
During college: 1c
Since mid 1990s: 1b

Oh, hang on, it's not about experience, but able and willing to run a game.
Which means that given the demands of work or parenthood (two of the three parents in our group having a disabled child), it tends more toward 1a than 1b.
There have been times I have had to say "I am under too much pressure right now. I need a break." and someone may say "I could run something.", or we play boardgames for a bit.
But I've rarely had to duel for the privilege of the GM chair.

I'm not the only GM in my current group, nor have I always been the only GM in most of my previous groups.

But I have seen a vast spread in the investment some players are willing to make to a group.

Even in the groups where I wasn't the only GM, there may have been one or two more people with prior GM experience, and several others who had never held any intention of running a game. And never would.
And even when another person was known to GM on occasion, it might only be for short periods, and doesn't mean I ever experienced it.


Kirth Gersen wrote:
Aranna wrote:

Player 2: There is Razor Coast!

GM: Ok I will run Razor Coast if you let me borrow it.

GM proceeds to run a lackluster game.
Players complain that GM isn't very good.
The End.

That's one possibility. Here are two more:

(2) GM reads up on Razor Coast, puts the work into implementing it, and runs a fantastic game. Said GM might even (gasp) find that he enjoys the setting!

(3) Player X says, "That's OK, I'm willing to GM it if you're not."

In order to claim your scenario is "The End," you have to first demonstrate that neither of the alternatives I've provided are possible. I'm open to evidence, but not blind assertions.

Are those even relevant? This was an example of a group where the charismatic leader is in a players seat and doesn't want to put in the work of running himself. The others aren't charismatic and regardless of which uncharismatic player takes the GM seat they will constantly be steamrolled by Bob and his followers while gaming. This IS how a so called democratic game ends up if the big charisma guy won't sit in the GM chair. Charisma IS power in a social scene. And power corrupts. Even if Bob starts out shutting down uncharismatic GM for everyone's initial benefit it won't be long before Bob is just in the habit of shutting him down even if he doesn't realize he is ruining GMs fun.


Kirth Gersen wrote:
Democratus wrote:
I'd say having seven people both able and willing to immediately DM a game is quite rare.
That's probably true; 7/7 is a pretty extreme ratio. However, at least two, vs. one only, isn't "nearly unique." In fact it seems to be fairly common.

I think it's also common for players (even those who could DM) to just shrug and say "okay" when the DM announces a no-elf campaign.

This whole concept of a player who is so married to a race/class that they absolutely must play it now and in this campaign seems flawed.

I think the unique (or very rare) thing about your group is that someone would say, "I find your campaign unacceptable so I will instead run a game". That just has never happened in any of the groups I've seen.


Aranna wrote:
This was an example of a group where the charismatic leader is in a players seat and doesn't want to put in the work of running himself. The others aren't charismatic and regardless of which uncharismatic player takes the GM seat they will constantly be steamrolled by Bob and his followers while gaming. This IS how a so called democratic game ends up if the big charisma guy won't sit in the GM chair. Charisma IS power in a social scene. And power corrupts. Even if Bob starts out shutting down uncharismatic GM for everyone's initial benefit it won't be long before Bob is just in the habit of shutting him down even if he doesn't realize he is ruining GMs fun.

That's true only if Bob is either oblivious or an outright dick. Also, Charisma isn't binary.

Scarab Sages

Kirth Gersen wrote:

I have never been in a situation in which only one person is willing to run a game.

Arnwyn tells me that this is "almost wholely unique" (although it's true of pretty much all of the gaming groups I've been in, across 30 years and 6 states, so I'm inclined not to believe that continued assertion). So, am I the only person? Let's get some more data here -- please sound in, everyone!

Maybe you simply inspire other people to GM?

Shadow Lodge

Snorter wrote:
Maybe you simply inspire other people to GM?

Kirth is the wind beneath my screen.


Vivianne Laflamme wrote:
Edit: I've noticed a trend (to be clear, I'm not talking about this thread) of people who think that DMing is a singularly difficult task that few can do, but in my experience, that's very far from the case. If you've played tabletop roleplaying games before and enjoyed it, you probably have most the skills and all the drive/motivation needed.

I agree, it isn't an impossible or difficult task that only a few elite can do. That said, it seems (from my own experiences at least) a task that many seem to believe is beyond them or would require more time than just showing up to play.

I've tried over the years to recruit more people to the GMing pool by reminding them that it is just the same thing you do as a player: tell a story. The other players are usually more than willing to help with the rules if you are willing to tell the story.


Democratus wrote:
This whole concept of a player who is so married to a race/class that they absolutely must play it now and in this campaign seems flawed.

I agree. I have never disagreed. What I've always said is, if the player wants one race/class, and the rest of the group also wants for him to be able to play that race/class, it's sort of gauche for the DM to shut them all down without discussion.

Democratus wrote:
I think the unique (or very rare) thing about your group is that someone would say, "I find your campaign unacceptable so I will instead run a game". That just has never happened in any of the groups I've seen.

No one says that -- in part because I don't do that. All the players know I'll use their input to design the campaign, and that I'll go out of my way to make reasonable accommodations. However, I've had players in the past (on more than one occasion) say something like, "I admire your skill, but you and I have different styles of gaming; I'm going to bow out so I can focus on my own campaign." No harm, no foul.


Kirth Gersen wrote:
Democratus wrote:
This whole concept of a player who is so married to a race/class that they absolutely must play it now and in this campaign seems flawed.
I agree. I have never disagreed. What I've always said is, if the player wants one race/class, and the rest of the group also wants for him to be able to play that race/class, it's sort of gauche for the DM to shut them all down without discussion.

I don't think that has ever been part of the discussion. The added bit of "and the rest of the group also wants..." changes the picture dramatically.

The point made by most on the DM "side of the aisle" is that it is a lone player insisting on something contrary to the campaign and with no backing support from the other players.

I believe that a lone player insisting on having their way is more rude than a DM insisting on the integrity of his campaign. Only if the entire group of players felt the DM was in error does the picture change.

In the decades I've been playing, the most common situation is:
1) The DM will build a world and hit the players with a "treatment" of the campaign.
2) The players agree to play with all the constraints, knowing that the DM has a story he is passionate about telling
3) The game is played just as the DM planned and prepped

On rare occasions there is a:
2a) One player isn't interested and so bows out for that particular campaign.

I think I've seen this twice in 36 years. And there were no hard feelings. The DM ran the game he liked and everyone who played bought in fully.


knightnday wrote:

I agree, it isn't an impossible or difficult task that only a few elite can do. That said, it seems (from my own experiences at least) a task that many seem to believe is beyond them or would require more time than just showing up to play.

I've tried over the years to recruit more people to the GMing pool by reminding them that it is just the same thing you do as a player: tell a story. The other players are usually more than willing to help with the rules if you are willing to tell the story.

Yeah, I certainly think that part of why people are hesitant to try to DM is because they don't think they have that special DM skill. It's a common enough trope that it's easy to believe if you've never DMed before. I know I had a period of time (before I had ever DMed) when I thought this.


Kirth Gersen wrote:

Ok, so far:

Aranna: 1a, 2a, any other response is a unique outlier.
Me: 1c, 2b.
knightday: 1a, 2b.
LordSynos (implied): 1a/b.

Others?

Wow you DO realize it is the height of rudeness to not only talk FOR someone else BUT to lie about what they have been saying... Wow. You do like to be the bully don't you?

To state the correct numbers for me is 1b locally (although in college it was clearly 1a) I have never seen 1c. And my response is NOT in the part two list at all... 2a & 2c are strawman outliers, obviously designed to make Kirth's position in 2b look like the ONLY reasonable option all other unlisted opinions are clearly wrong/bad right Kirth?


Aranna wrote:
all other unlisted opinions are clearly wrong/bad right Kirth?

Assume that choice (d) is "other: fill in the blank" for both questions.


Aranna wrote:
2a & 2c are strawman outliers, obviously designed to make Kirth's position in 2b look like the ONLY reasonable option

Interesting, given how many people have directly espoused 2a, and how many people keep claiming that 2c is the only alternative to it.


Democratus wrote:
The point made by most on the DM "side of the aisle" is that it is a lone player insisting on something contrary to the campaign and with no backing support from the other players.

I take exception to the implication that most of the people who disagree with you aren't DMs. The conclusion to of course be drawn from this is that the people who disagree with you don't know anything about DMing and so their opinions can safely be discounted.

Most of this thread has been people---on both sides on the issue---talking from the perspective of their DMing experience.


Democratus wrote:
I don't think that has ever been part of the discussion. The added bit of "and the rest of the group also wants..." changes the picture dramatically.

That's been my ENTIRE discussion, despite misrepresentations to the contrary.

Democratus wrote:
The point made by most on the DM "side of the aisle" is that it is a lone player insisting on something contrary to the campaign and with no backing support from the other players.

That player is a dick. We all agree. There's no argument about that because I don't think anyone disagrees.


Kirth Gersen wrote:
Aranna wrote:
This was an example of a group where the charismatic leader is in a players seat and doesn't want to put in the work of running himself. The others aren't charismatic and regardless of which uncharismatic player takes the GM seat they will constantly be steamrolled by Bob and his followers while gaming. This IS how a so called democratic game ends up if the big charisma guy won't sit in the GM chair. Charisma IS power in a social scene. And power corrupts. Even if Bob starts out shutting down uncharismatic GM for everyone's initial benefit it won't be long before Bob is just in the habit of shutting him down even if he doesn't realize he is ruining GMs fun.
That's true only if Bob is either oblivious or an outright dick. Also, Charisma isn't binary.

I never claimed charisma was binary.

And NO Bob doesn't have to be either oblivious or a dick. It's just human nature. Bob has a group at his back willing to say he is always right. He usually starts to believe it in spite of himself. Bob right or wrong starts to assume his followers like it his way.


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Aranna wrote:
Kirth Gersen wrote:
Aranna wrote:
This was an example of a group where the charismatic leader is in a players seat and doesn't want to put in the work of running himself. The others aren't charismatic and regardless of which uncharismatic player takes the GM seat they will constantly be steamrolled by Bob and his followers while gaming. This IS how a so called democratic game ends up if the big charisma guy won't sit in the GM chair. Charisma IS power in a social scene. And power corrupts. Even if Bob starts out shutting down uncharismatic GM for everyone's initial benefit it won't be long before Bob is just in the habit of shutting him down even if he doesn't realize he is ruining GMs fun.
That's true only if Bob is either oblivious or an outright dick. Also, Charisma isn't binary.
And NO Bob doesn't have to be either oblivious or a dick. It's just human nature. Bob has a group at his back willing to say he is always right. He usually starts to believe it in spite of himself. Bob right or wrong starts to assume his followers like it his way.

That's called being a oblivious dick.


Aranna wrote:
Bob right or wrong starts to assume his followers like it his way.

Kind of like some of the DMs we've been discussing?


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Kirth Gersen wrote:

OK, the theme I'm seeing from the "DM picks setting, take it or leave it" people is that no one else is ever willing to DM; one person always has a monopoly on the job. Is that actually the case? In my last group, out of 7 players, six of them (houstonderek, TOZ, silverhair2008, Jess Door, Psychicmachinery, Mundane) were also accomplished DMs with one or more of their own campaigns. I have never been in a situation in which only one person is willing to run a game.

Arnwyn tells me that this is "almost wholely unique" (although it's true of pretty much all of the gaming groups I've been in, across 30 years and 6 states, so I'm inclined not to believe that continued assertion). So, am I the only person? Let's get some more data here -- please sound in, everyone!

Survey:

Quote:

1. Which of the following best describes your experience:

(a) Only one person is ever willing to be a DM.
(b) At least two people are able and willing to DM a game at any given time.
(c) Most of the players in a given group are also DMs at times.

I'm going off the board with (d)

(d) 85% of the time, there is only one person willing to GM, and the other 15% of the time the person who is willing to take over flakes out after 2-3 months and the original GM has to take back over.

I moved to Texas 2 years ago, and it's the first time in 12 years where I've had someone else willing to GM on a regular basis.

Kirth Gersen wrote:

2. Which of the following best describes your attitude on setting:

(a) What the DM says goes, no discussion. Take it or leave it.
(b) What the moajority wants will generally influence, if not determine, what direction the DM allows.
(c) All players must be allowed to play anything.

My guess is that question 1 will have more than one person to answer other than "a." I also predict that there will be a strong correlation between 1a and 2a answers.

Again, going off the board with (d)

(d) The GM generally offers 2-4 things he's willing to run, and the players debate over which they'd rather play, then the GM gives them a framework and approves characters (this is especially true for open ended systems like Hero or GURPS). Very tightly restricted systems (like Shadowrun) are usually 'build whatever', while inbetween systems (like D&D/PF) are usually 'Here's the house rules for this one'. Then the players make characters within those parameters (sometimes problem players try to make shadowrun cyber goons for D&D/PF and get shot down repeatedly, usually by the whole group).


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My own experience is some where between 1b and 1c (if you like to pass on your venerable wisdom, you can go from 1a to 1c with the same group) and, while mostly 2b, I've run (played, actually :P) the gamut of 2 possibilities.

(God, Kirth, I can't believe you phrased your questions as multiple choice rather than essays: "Please illustrate why only dick DMs disagree with me; no less than 300 words.")


Kirth Gersen wrote:
Aranna wrote:
2a & 2c are strawman outliers, obviously designed to make Kirth's position in 2b look like the ONLY reasonable option
Interesting, given how many people have directly espoused 2a, and how many people keep claiming that 2c is the only alternative to it.

Could you list these people? I don't recall any.

Even TOZ who seems to be 2c said he banned a certain race recently. Either he is a hypocrite or he really isn't 2c.


Kirth Gersen wrote:
Aranna wrote:
Bob right or wrong starts to assume his followers like it his way.
Kind of like some of the DMs we've been discussing?

Exactly, DM or player it ISN'T about democracy it is about charisma.

Scarab Sages

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Vivianne Laflamme wrote:
Most of what a DM does, after all, is very similar to what a player does.

Lose your character sheets, not know anything about the setting you've been using for years, and promise you'll obtain a rulebook next Christmas?

God, I hope not.


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Democratus wrote:
knowing that the DM has a story he is passionate about telling

This is, I think, one of the disconnects in approach, and an attitude that I've tried my best to expunge from my GMing style. I'm also a writer, so it's a difficult temptation to resist, and I've often times fallen to it, but I constantly try to remind myself when I DM that this game is not my fantasy novel. I'm not trying to "tell a good story" of my design or imagination, I'm trying to adjudicate a world for the players to experience and interact with, hopefully in ways that are fun for them.

We've had games (though I wasn't GMing this one) where the players have used the mechanics of a puzzle in an unexpected way to trap demons intended to be the main final bosses of a section in ways that would be horrible anti-climaxes had the GM been viewing it as a "story" and trying to make it good on those terms. But they were awesome to us, because we weren't viewing it as a story arc, we were playing those characters as us, and it was an awesome reward for quick thinking on the part of the guy who came up with it that we could own them like that.

It's that attitude of being passionate about telling the story that the DM has which does, indeed, lead to those sorts of "my way or the highway" decisions. It has to lead to that, or the players will generally run roughshod over "his" story given the slightest opening, and in far, far worse ways than playing as a Kitsune in a story that didn't have them in the original version.

Myself, I've abandoned that whole approach of "having a story I'm passionate about telling" as being actually inhibitory to the players fun overall. I just present them with obstacles, challenges, threats, lots of juicy imminent doooooom and the like, and they make their story, such as it is, in how they decide to handle them.

Being "passionate" about my idea of "what the story is" actually tends to make me hold tighter to how I think things "ought" to go, which is generally a bad thing in DMing, or so I've come to believe.


It's usually 1b/2b for me. Since I hate banning stuff unnecessarily and don't think even half the stuff people claim to be OP is in fact OP, it also ends up being 1b/2c most of the time, although I'd rephrase 2c to "All players are very often allowed to play anything" rather than "...must be allowed...".


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On #2 I am almost identical to mdt

mdt wrote:
(d) The GM generally offers 2-4 things he's willing to run, and the players debate over which they'd rather play, then the GM gives them a framework and approves characters (this is especially true for open ended systems like Hero or GURPS). Very tightly restricted systems (like Shadowrun) are usually 'build whatever', while inbetween systems (like D&D/PF) are usually 'Here's the house rules for this one'. Then the players make characters within those parameters (sometimes problem players try to make shadowrun cyber goons for D&D/PF and get shot down repeatedly, usually by the whole group).


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claymade wrote:
Stuff about GM-ing I've edited for space.

It's a bit off track (at least from the exotic race question), but I think you're absolutely right.

About a million years ago, some "how to play" primer described rpgs as a novel where the players control the main characters and the GM provides the setting, and that (movies more recently) has been the go to metaphor since, but it's just a godawful one. Any GM who comes to the table trying to control the story the way a writer does is going to to be very, very railroad-ey.

Edit: Y'know, DM of the Rings was a pretty awesome webcomic.


Aranna wrote:
Could you list these people? I don't recall any.

Start with Democritus and Sissyl, then keep reading. I was tempted to lump you in, but then remembered that your contributions have been merely to try and undermine anything I say regardless of what it is, and have not until now seen fit to actually take a position yourself.


Kirth Gersen wrote:
Aranna wrote:
Could you list these people? I don't recall any.
Start with Democritus and Sissyl, then keep reading. I was tempted to lump you in, but then remembered that your contributions have been merely to try and undermine anything I say regardless of what it is, and have not until now seen fit to actually take a position yourself.

I don't recall Democratus saying such a thing? Could you link it?

As for Sissyl, he clearly stated he listens to what his players want and that most of his comments have been aimed at that player who demands to get his way, to paraphrase. So you are wrong about Sissyl.


Aranna wrote:

I don't recall Democratus saying such a thing? Could you link it?

As for Sissyl, he clearly stated he listens to what his players want and that most of his comments have been aimed at that player who demands to get his way, to paraphrase. So you are wrong about Sissyl.

(a) I'm assuming you can read for yourself. Please do so.

(b) Sissyl is an example of a person who claimed that the only alternative to absolute DM authority was 2c. Again, see above.

Again, "The player who demands to get his own way," regardless of what the group wants is a dick. That's a non-issue; no one disagrees. The only disagreement is whether the will of the group as a whole should influence the DM's decisions regarding allowing races, etc. You and others have consistently tried to paint that, in various ways, as always being 1 player vs. the DM, because that's an easier argument to make.


And I have made my position clear right from the start... most people (like you apparently) just choose to ignore it in favor of attacking my use of terms or some such.


What I remember of Democratus's posts seem reasonable... I may have missed something but I am not going to do hours of reading to defend YOUR assertion if that's even possible. If you want it to hold true you should probably do the effort to quote something yourself.


Sissyl was trying to throw others logic back at them...


Aranna wrote:

What I remember of Democratus's posts seem reasonable... I may have missed something but I am not going to do hours of reading to defend YOUR assertion if that's even possible. If you want it to hold true you should probably do the effort to quote something yourself.

This is probably somewhat petty of me to bring up, but do you remember this exchange earlier in the thread where you had been careless in reading others' posts? I don't think you are in a position where you can just appeal to your memories of this thread as an argument.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Aranna wrote:
Either he is a hypocrite or he really isn't 2c.

Funny, I don't think I ever said I was. I think it was just Sissyl painting a strawman.


Possibly TOZ there have been plenty of straw men.


Vivianne Laflamme wrote:
Aranna wrote:

What I remember of Democratus's posts seem reasonable... I may have missed something but I am not going to do hours of reading to defend YOUR assertion if that's even possible. If you want it to hold true you should probably do the effort to quote something yourself.

This is probably somewhat petty of me to bring up, but do you remember this exchange earlier in the thread where you had been careless in reading others' posts? I don't think you are in a position where you can just appeal to your memories of this thread as an argument.

I am not infallible. And it is sometimes hard to remember a specific point when reading two pages at a time. I did thank you for the link did I not? And while you never convinced me of much you did get me to stop using gaming ideology terms since it only seemed to be confusing my points.

Shadow Lodge

Aranna wrote:

Possibly TOZ there have been plenty of straw men.

*shudders* Whole burning fields of them...the horror....the horror...


it's the strawwidows and straworphans that I worry about . . .

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