Mustrum_Ridcully said:
But there is more than just bad and not bad DMs.
In my experience, that's the only distinction that matters. Most of the TRPG sessions I've played in were good. Most of the GMs I've played with were adequate. Sure, a good GM can mean a great session, but a great session doesn't necessarily mean you had a good DM.
Kae'Yoss said:
(instead of just ignoring them, which is always easier than leave holes in the rules you have to patch if you want those rules)
No, ignoring rules is
not always easy for everyone. It is
work for
me to search for the gems I want to use when they're mixed in with a lot of rules I don't want to use.
Kae'Yoss said:
You can't really praise a game for things it doesn't support.
Yes, I can. Watch: I love classic Traveller because it doesn't have classes. I love oD&D because it doesn't have skills.
Kae'Yoss said:
Saying that you should roleplay in a book is not the same as supporting roleplay.
Actually, I'm not sure that it even did that.
Look, I've got a list of criticisms a mile long for previous editions of (A)D&D starting with the fact that they didn't adequately--for my thick skull--explain how they were meant to be played.
& I've said that I have used social combat, like it, & am looking forward to what 4e is going to give us in this area.
But the (for lack of a better term) negotiation/fiat style of play is a perfectly valid & enjoyable option as well.
Kae'Yoss said:
So you think it's alright that a guy who can talk straight is able to have a character who is a great diplomat even though he doesn't put any of his character's resources into into things that would support it. That way, his character will be a combat machine and master diplomat. The shy guy, on the other hand, doesn't have a chance to play a decent diplomat (because you ignore skills like diplomacy - or if you do use them half-heartedly, he will be able to have diplomatical skills only at the expense of his combat ability). Now, that shy guy might happen to be a crack shot in real life, but he doesn't get to use that skill in the game.
Actually, I believe I said that once I stopped worrying about them, such problems went away.
If I'm not going to use social skills or mental attributes, then I'd prefer that they not be in the game. Then how people have allocated their resources isn't an issue. (Though attributes tend to be less of a problem in this way than skills.) If players have spend resources on mechanical abilities, I do feel a need to make them count for something.
Which is probably why I tend to dislike such things. I'd rather be predisposed to saying "yes" to whatever a player wants his PC to do & then let the player express the character's strengths through actions than to have the players struggle to express their character concept through mechanics & then feel like I have to go out of my way to make those mechanical choices seem to matter.
That predisposition to yes, by the way, means that I'm going to let the shy guy's attempts at diplomacy succeed as well as anyone else's. At least, I'm going to do my best, & I can certainly say that more rules don't make
my best any better.
DonTadow said:
The reason most DMs turn out to be bad ones is because the rules are unclear and they have to make them up themselves or try to interpret them.
The only things I've seen make a bad DM are immaturity & inexperience. Mostly immaturity. I've never seen unclear rules, poor rules interpretation, or poor judgements be a real problem with a mature DM & mature players. In fact, some of the greatest sessions I've been lucky enough to be a part of probably included all of those things.