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Chris Lambertz Paizo Glitterati Robot |
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![Chris Lambertz Private Avatar](http://cdn.paizo.com/image/avatar/private/Private-ChrisLambertz.jpg)
Removed quite a few posts and the responses/discussion quoting them/referencing them. Baiting posts, personal insults, passive aggressive posting and so forth is just not OK on our forums. Be cool to each other, revisit our Community Guidelines and flag and move on.
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knightnday |
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![Taergan Flinn](http://cdn.paizo.com/image/avatar/PZO9544-Taergan_90.jpeg)
Many of these "sins" as well as many complications that come up between players and GMs seem to stem from whether or not you create your worlds or characters without influence from players or a GM.
If you tend to create worlds without having a set player base in mind, you might be a little more strict on what you allow or discourage. Similarly, if you don't have a steady GM but have an active imagination, you might pound out dozens of character ideas that long for a home, not all of which may fit in with many worlds.
In general, a lot of these sins/styles aren't intrinsically good or bad, they are opinions on how to do things and likes/dislikes. Reggae is a popular music genre; I personally would rather have a root canal. That is how many people feel about alignments, to pull something from the list.
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KenderKin |
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The list is a no win situation for the person posting it.
It is like making an everything wrong with my spouse list.
Just don't do it.
Different game styles (perspectives) are all valid!
heavy rules, lite rules, house rules
serious, mixed, funny
good, nuetral, evil
balance, unbalanced, outlandish
catch 22 filled (many moral grey areas to explore)
or killing evil things=good
G rated, PG rated, R rated, X rated
The fact is everyone has to agree to what is going to happen!
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Splode |
![Goblin](http://cdn.paizo.com/image/avatar/PZO9227-Goblin.jpg)
A roleplaying game system is like a language. Both are things used to tell a story. You can abide strictly by the rules and conventions of that language or
do some
weird
e.
e.
cummings
non
sense
What matters is that the GM creates something that they enjoyed creating and that the players enjoy playing. It's important that when we come to the game table, we make our expectations known.
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2097 |
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![Deck of Many Things](http://cdn.paizo.com/image/avatar/treasures-Medusa.jpg)
For me, for the list, fudging is the most problematic and it
definitely goes against what I consider old-school.
I don’t want to play in games if the DM is fudging. Glad to see so
many DMs clearly admit that they do it (so that I’ll know to not play
in their games). Some even to save NPCs/villains.
It’s less that I so desperately want to die from every trap and more
that I find that fudging is often a symptom for a way of play that I
don’t like. “Arcs”, “dramatically appropriate”, “plot”, “story”. An
interesting playstyle, but... not really what I want.
I want the “story” to be what comes out of this glorious machine of
system, fictional elements, players and monsters. Not something that
would make a good novel or tv show.
Play to find out.
To me, the OSR and the “sandbox” style have been a godsend. Yes, the
OSR community has problems but their approach to how to set up and run
a great game is perfect for me, both as a player and as a DM.
Until I found out about that way of play, RPGs was this big paradox of
“story” colliding with “game” and doing neither well.
If I have written a story, why would I gamble it with a bunch of wild
and crazy players who’re supposed to guess the way they play their
parts?
If I am playing a game (especially one so complicated and full of
mastery and traps as Pathfinder), why should I bother learning the
system when dice results are changed anyway, to fit an “appropriate”
outcome?
Yes — these two positions are straw figures. Story-writing DMs don’t
plan out everything. The game isn’t just a game,
fictional positioning and fictional elements are perhaps just as
important, or more, than mechanical success.
But they two positions more of a rhetorical device than anything else.
I just wanted to show that I just don’t think it goes well together
and why fudging feels so out of place.
The sandbox style — and it can be easy: a little town, a few encounter
tables, a few non-linear dungeons — is a perfect fit to the game
media. Players goals, alignments, choices, mechanics, skill etc get to
blossom.
I did read through the thread to see that no-one posted this. Most of
it was about “DMs set the world and players fit their characters to
that” vs “players set the characters and the DM fit the world to
that”. To me, either way sounds like it’ll create cool results and as
many has said, there are many possible mid-points on that scale.
It’s hard to say “If that doesn’t suit you, leave” whether as a player
or as a DM. People who have the luxury to say that must have access to
many potential players or DM:s. I don’t.
Yes, I’ve left groups. But that has never been an easy decision.
Anyway, I can only wish you all the best and hope you have a table
and group that works for you. I know that for me there were many, many
false starts and dead ends but now I'm happy with how the game works.
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knightnday |
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![Taergan Flinn](http://cdn.paizo.com/image/avatar/PZO9544-Taergan_90.jpeg)
It’s hard to say “If that doesn’t suit you, leave” whether as a player
or as a DM. People who have the luxury to say that must have access to
many potential players or DM:s. I don’t.
Yes, I’ve left groups. But that has never been an easy decision.
It is hard to do whether you are the GM saying it or the player. Sometimes, however, you have to make hard decisions. Kirth said somewhere upstream, perhaps eaten in the Great Purge of the Thread, something to the effect that no game is better than a bad game.
This is painfully true. I've not played for years at a stretch because I was in nowhere Texas, Mississippi and Alabama and my choices were bad and worse. Thankfully the Internet came along and crafted a solution to that, but for a while there it was not play or play in a game that either bored me to tears or made me really uncomfortable or made me dislike humanity.
That said, I'd do it again if forced into a corner. I'm older now and can find numerous ways to entertain myself; I don't need to play or run a game that makes me unhappy.
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2097 |
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![Deck of Many Things](http://cdn.paizo.com/image/avatar/treasures-Medusa.jpg)
(Whoops, sorry for the line endings, and you can't edit posts here.)
"No game" better than "bad game"? I guess for me it's a scale, from "good game" via "not so good game" to "bad game" and it has to be very bad for it to be beaten by "no game". I hate not having a game. (Fortunately, I'm finally in a great game now.)
Given that "no game" is so horrific (though, yes, certainly better than how bad the worst of the bad games can get), I think all advice on how to improve groups is valuable. The option of quitting is always there, but it's important to hear other options.
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Matt Thomason |
![Harsk](http://cdn.paizo.com/image/avatar/PZO1126-Harsk_500.jpeg)
2097 wrote:It’s hard to say “If that doesn’t suit you, leave” whether as a player
or as a DM. People who have the luxury to say that must have access to
many potential players or DM:s. I don’t.
Yes, I’ve left groups. But that has never been an easy decision.It is hard to do whether you are the GM saying it or the player. Sometimes, however, you have to make hard decisions. Kirth said somewhere upstream, perhaps eaten in the Great Purge of the Thread, something to the effect that no game is better than a bad game.
This is painfully true. I've not played for years at a stretch because I was in nowhere Texas, Mississippi and Alabama and my choices were bad and worse. Thankfully the Internet came along and crafted a solution to that, but for a while there it was not play or play in a game that either bored me to tears or made me really uncomfortable or made me dislike humanity.
That said, I'd do it again if forced into a corner. I'm older now and can find numerous ways to entertain myself; I don't need to play or run a game that makes me unhappy.
Pretty much the same story with me. In fact I find as I get older a game has to do a lot more for me to make me want to play it than it used to. Once upon a time I was happy just to sit down and play, now I want to sit down and play very specific things (which things exactly, vary with the mood I'm in.)
Someone GMing a new game will likely have to work a lot harder to sell me on their game idea than they used to.
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Farastu |
"Occasionally fudging die rolls, and reserving the right to roll behind a screen while requiring players to roll openly"
I roll secretly now and then, at the request of some of my players I may start doing so more(whom have a good point, if your character is going to be surprised or otherwise caught off guard by something, it can be more fun if you are too).
I did fudge dice right when I started DMing for a time, simply because I really didn't want to be slaughtering PCs constantly while I was getting a hang of the rules, and it was less awkward than blatant retconing things a bunch. Now though, I strongly shy away from fudging dice.
"Employing prominent NPCs/GMPCs"
Absolutely. A vibrant fictional world is going to have interesting players in it beyond the main characters (ie. the players) for them to interact with, whether as friend or foe or so on. This in and of itself isn't a sin, in fact it's a necessity for any game that isn't strictly handled as a miniature wargame in order to be interesting (though I think one could argue even then, the dungeon boss is a prominent NPC).
"Disallowing (or even placing restrictions of any kind on) full casters"
It depends on the game setting being used. In some games I'll allow anything so long as players all end up with roughly the same ECL (you want to play a character with a weird template you made that gives your spells insane DCs, sure go ahead). In other games I am much more strict, and limit the classes to a narrow list, including very heavily limiting casters.
What works well for one setting(or group of players for that matter) does not necessarily work well for another.
"Enforcing alignment in clear and definitive fashion"
In the setting I'm running right now, having such objective morality just ends up really awkward, and I have rules I've been using for quite a while to eliminate it from the system. They've worked for my group pretty well.
Sure, in some settings, sure, having alignment, can make sense, but, I'm no personally fond of it beyond as it applies to things like demons and angels and things that specifically embody it in some way.
"Imposing an objective morality on paladins, such as disallowing prevarication for selfish gain, torture, baby- (including baby monster) killing and casual sex as inherently evil and/or chaotic"
Depends on the game I'm running really. Right now I handle paladins quite differently.
"Not providing the "required"/desired magical paraphernalia on schedule"
This is another thing that really depends on the group and the setting. I am running a game in which magic items are really rare, they can't expect to get these things. However, they ones they have managed to find, few that they are, are very fun toys. So far I've gotten very positive feedback about how I handle magic items, but, my way isn't for everyone, I'm quite sure of that, nor if I were running a game in Golarion would I be handling items the same way that I am in my current game.
I do dislike the "magical Christmas tree" aspect of Pathfinder outside of more dungeon crawl hack n' slash focused games... it is not even close to as hard to avoid and run a game smoothly without plentiful magic items as I had expected though anyhow.
"Believing the DM's role is benevolent autocrat rather than either gleeful tyrant or impotent fantasy tour guide"
I like to approach it as some combination of referee storyteller and insane person whom alternates between being a gleeful sadist and the PC's best friend.
"Refusal to permit evil (or even chaotic neutral) PCs"
Most of the time just depends on factors beyond simply whether a character is evil whether I'll want to allow them or not. Of course if I want an all good campaign I'll disallow them, just as if I want to run an evil campaign I'll disallow good characters though.
"Disallowing classes that violate the campaign's established and specific tone"
Yes, yes, and yes I will do this. There are some really excellent kitchen sink settings out there that I love, but, not all settings are such, and limiting or not limiting character classes (or races or anything else) has a definite affect on the campaign. Take a horror campaign for an example: it's very different to be a bunch of human melee characters without any magic going up against some horrible monster the likes of which they may have never seen before, and might not even have had any idea could possibly even exist, than to be an elven summoner with an otherworldly monster on call, or a tiefling wizard with an intelligent "animal" as an ally in the same situation.
(heck, in the right setting the wizard and the summoner might be the monstrous things those melee characters are encountering for the first time).
"Laying the smack down, hard, on abusive meta-gaming"
Yeah, I have, and will continue to do so.
"Requiring immersive role-play rather than simple recitation of mechanics"
Yes, and my current group of players pretty clearly wants me to, when I don't I always get complaints about not pushing for this.
"Taking control of PCs who refuse to role-play honestly when charmed, dominated, etc."
Nope, my players have been excellent about this so far.
"Retaining control over magical weapons, cohorts, mounts, animal companions, eidolons, etc."
No, more work for me, I all ready have enough NPCs to handle, players can handle their own class features. Now, I might play the role of these things (in the case of intelligent ones) in conversations sometimes, but beyond that, the player usually handles them.
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dkonen |
+1 to "these are not problems with a good DM"
also
+1 to "making and exception is not turning a game into a kitchen sink"
If we want something outside restrictions, our DM demands a good reason. However, some things are just not within reason for the campaigns we play. There is simply no way to justify it that fits with the setting.
Ex: steampunk. We do not run a steampunk game. We run high fantasy. So, no you can't have guns or robots or any of it because there is no way you could have one in the current game. They don't exist. Time travel doesn't exist.
Now if you want to stick some wands together and use it like a gun, go for it. If you want a golem that acts like a robot, sure thing, but that's on you, as a player, to figure out. You can't rationalize as a pc how something that doesn't exist suddenly exists in an established setting, that's why you're a player and not the DM. It's the DM's world.
There are exceptions, like dwarves as a race might not exist, but you could be a short stocky miner. Orcs may not exist, but you could be a savage, tribal sort who mutilates their teeth into tusk like protrusions. Your tribe could even be called "orc" so you call yourself an orc.
But if magic doesn't work, then you can't be a caster of magic. You can have sleight of hand ranks and alchemy, but you can't have fireball, because magic doesn't work.
Your DM can help you find work arounds for ideas, but in the end, if the game doesn't fit your preferences as a player, chances are, even getting an exception rule won't be fun for you or your DM.
At that point, you need to decide if you really might be better off just finding another game, or compromising and giving something new/different a try despite your hard won convictions.
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Jaelithe |
I just have to wonder how many players there are out there so married to one race or class that they just can't play anything else and enjoy themselves?
I'm being completely serious - is there anyone here who always and only plays one class or one race and nothing else?
Note that I'm starting a thread for this, with full credit to RDM42.