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Ryan Dancey on 4E
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<blockquote data-quote="Brian Gibbons" data-source="post: 3002620" data-attributes="member: 7369"><p>I think so, too, but for a different reason.</p><p></p><p>You can play an RPGA module at 2am at a con with an inexperienced GM and have a decent time.</p><p></p><p>You can also play an RPGA module with a group of experienced players and a talented GM and end up with a four-hour enjoyable experience that you will reference years later.</p><p></p><p>I've played RPGA games where the GM does everyone strictly by the book and if it's not written down in front of him, he's scrambling. I've played RPGA games with GMs where we didn't realize we had left the scope of what the module had expected us to do an hour earlier, and hadn't noticed.</p><p></p><p>The problem is that, among people who play D&D, a lot more people have the ability to run a game in the former fashion than the latter. If you raise the bar so that only the latter type of GM can run a game, you're eliminating a lot of possibilities.</p><p></p><p>I would imagine that the proportion of people in the RPGA who GM on at least a semi-regular basis is significantly higher than in the general gaming population as a whole.</p><p></p><p>I have no idea what changes WOTC might make to decrease the burden on a GM, but I can easily see them trying. After all, GMs buy more books and create more opportunities for new people to start playing.</p><p></p><p>I'm also not sure why people would be up in arms about such changes: Creating a new campaign world from scratch is a lot of fun. However, many people do not have the time, talent or interest in doing so, so if you set as the bar that GMs must provide all that information themselves in order to run a campaign, you're eliminating a lot of people from being able to GM. </p><p></p><p>On the other hand, the fact that WOTC gives you Greyhawk or the Forgotten Realms as a baseline doesn't stop people from ignoring that and using their own campaign world as they wish. It merely gives options for those who prefer a less-intensive GM role.</p></blockquote><p></p>
[QUOTE="Brian Gibbons, post: 3002620, member: 7369"] I think so, too, but for a different reason. You can play an RPGA module at 2am at a con with an inexperienced GM and have a decent time. You can also play an RPGA module with a group of experienced players and a talented GM and end up with a four-hour enjoyable experience that you will reference years later. I've played RPGA games where the GM does everyone strictly by the book and if it's not written down in front of him, he's scrambling. I've played RPGA games with GMs where we didn't realize we had left the scope of what the module had expected us to do an hour earlier, and hadn't noticed. The problem is that, among people who play D&D, a lot more people have the ability to run a game in the former fashion than the latter. If you raise the bar so that only the latter type of GM can run a game, you're eliminating a lot of possibilities. I would imagine that the proportion of people in the RPGA who GM on at least a semi-regular basis is significantly higher than in the general gaming population as a whole. I have no idea what changes WOTC might make to decrease the burden on a GM, but I can easily see them trying. After all, GMs buy more books and create more opportunities for new people to start playing. I'm also not sure why people would be up in arms about such changes: Creating a new campaign world from scratch is a lot of fun. However, many people do not have the time, talent or interest in doing so, so if you set as the bar that GMs must provide all that information themselves in order to run a campaign, you're eliminating a lot of people from being able to GM. On the other hand, the fact that WOTC gives you Greyhawk or the Forgotten Realms as a baseline doesn't stop people from ignoring that and using their own campaign world as they wish. It merely gives options for those who prefer a less-intensive GM role. [/QUOTE]
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