Glyfair
Explorer
In his blog Mike Mearls discusses D&D as a "Living Rules Set":
In my experience, the experienced DM adapts to his group, but there is a boring area of varying length while he adapts. A few groups blame the system and don't adapt, rather move to a different system (sometimes following the same sequence there, sometimes finding something that suits the group).
However, I have noticed that a lot of experienced DMs that have adapted only work well with their group(s) or with players at a similiar level of experience. An very experienced DM often has difficulty creating a fun experience for newer players, because he tries to give them an experience appreciated by his experienced players, which isn't always as fun for the new players.
Thoughts?
Over at shootingdice.blogspot.com, Malcolm sez:
"After D&D last night I found myself able to articulate something that kind of sucks about the rules. D&D is designed to strictly assign responsibilities and outcomes for dungeon crawling. This breaks down into a number of standard tasks that players constantly undertake. D&D mandates rolls in short intervals in tasks like Search. D&D also assumes that players declare the task each time.
The unspoken balancing mechanism here is that as players have to declare that they're doing exactly the same thing over and over again, somebody will slip up and miss the trap/monster/door. Basically, D&D relies on player boredom to create tension and conflict."
I simultaneously agree and disagree with this statement.
For n00bs, rolling things like Search is fun. The players have little experience with the rules. They aren't familiar with how the game works, how play is supposed to proceed, and how the cliches roll along. Novelty alone makes it really fun to worry about what's behind that door, or what you need to do to properly check an area over for hidden stuff.
After a while, the novelty wears off and that stuff becomes boring. You've opened the door with the trap a dozen times. It's old hat. Rules that were once fun and exciting are now boring.
The problem is that the rules fail to evolve in response to your group. It'd be a mistake to tell people to just cut past all that stuff, since there is a segment of gamers who enjoy it. But the people who don't enjoy it should have some simple tools for getting around it.
The key is striking the balance. You want the DM of the vets to see that it's a good thing to avoid boring roles. You want the DM of the newbies to see that, for many beginners, the sense of novelty injects interest and tension into everything.
I have no insights into how to make that work without confusing both groups or wasting energy. I suspect that, in many cases, DMs who need to change how they do things just ignore the advice to change (that's why they're bad at what they do, they ignore opportunities to improve). The good ones already know tricks like assume the rogue takes 10 on Search, throw in traps for the rogue to find on a take 10 as a tell that tougher traps are coming up, or to reveal something about the plot ("This scything blade trap is brand new. Someone has been in this crypt in the past week!")
In my experience, the experienced DM adapts to his group, but there is a boring area of varying length while he adapts. A few groups blame the system and don't adapt, rather move to a different system (sometimes following the same sequence there, sometimes finding something that suits the group).
However, I have noticed that a lot of experienced DMs that have adapted only work well with their group(s) or with players at a similiar level of experience. An very experienced DM often has difficulty creating a fun experience for newer players, because he tries to give them an experience appreciated by his experienced players, which isn't always as fun for the new players.
Thoughts?