FireLance
Legend
I'm in a mellow mood today. It's probably a combination of various factors: it's Friday, the weekend is almost here, and I've got a game to look forward to on Sunday. So, I've decided to write a few words in praise of some things that I think don't get appreciated often enough.
1. The Combat Mini-Game
It might not require as much imagination as the role-playing mini-game or as much creativity as the open-ended problem-solving mini-game, but combat is usually a quick way to increase the level of tension and get all the players involved.
The turn by turn structure of combat means that all the players will get involved, unless they consciously choose not to. The fact that their PCs' lives are typically on the line means that everyone has an interest in the outcome. And when a player's turn comes up, he usually has an interesting choice to make, even it is simply whether or not to move (and if so, where to) and which at-will attack to use.
Interesting things happen in combat: random dice rolls mean that success or failure is never certain, critical hits evoke cheers or groans (depending on who scored the hit), and the PCs often find new ways to work together and pull off some devastatingly effective combination of attacks.
Sometimes, I feel that combat has become so engaging that the players don't want to focus on the other aspects of the game.
2. Simplicity
While I have nothing against PCs with extensive back stories, well-fleshed out personalities, complex motivations and relationships with various organizations and NPCs, or intricately crafted campaign worlds with detailed descriptions of their history, geography, cultures and current political landscape, or carefully-crafted campaigns full of mystery, twists and surprises after every adventure, a straightforward adventure in a vanilla campaign setting with PCs who are typical examples of their races and classes can be fun, too.
More importantly, games like these take very little effort to prepare for. A Dungeon Delve style series of three or four linked fights can be put together at short notice and provide several hours of entertainment for a gaming group.
Casual gamers might even prefer such an approach. If each adventure is more or less self-contained, they will not need to remember the details of previous sessions and can approach each new game afresh. This makes it easier to play periodic games in which weeks or months may pass between sessions.
3. DMs who Give Their Players What They Want
Between the extreme caricatures of the doormat DM who gives in to his players all the time, and the demon DM whose only aim is to frustrate his players, there are (I'm fairly sure) the ordinary everyday DMs who are quite happy to give their players what they want, within reason, provided they work for it.
They might use wealth by level tables as a guideline when giving out treasure, but they don't treat them as player entitlements. They see wish lists as feedback, not orders from the players, and have no qualms about giving them something else if their requests are unreasonable. They see treasure parcels as a way of organizing the rewards to be found by the players, but don't feel obliged to give them out if the players do nothing to earn them.
All in all, they act pretty much like how you would expect a reasonably tough but reasonably fair and reasonably nice person to act. They run games that are challenging, but flexible and fun. I'm glad to say that I play with DMs like these.
4. Players who Respect their DM
Among other things, they make requests, not demands. They appreciate the effort that their DM has put into preparing for the game and work with him instead of against him to get their PCs to the adventure. They take challenges and setbacks in their stride, and work to solve problems instead of sulking and accusing the DM of being unfair. When the DM screws up (it happens from time to time - we're all human) they don't hold a grudge.
In short, they are a joy to DM for. I consider myself pretty lucky that my players are like this.
What would you like to praise, that you think doesn't get appreciated enough?It might not require as much imagination as the role-playing mini-game or as much creativity as the open-ended problem-solving mini-game, but combat is usually a quick way to increase the level of tension and get all the players involved.
The turn by turn structure of combat means that all the players will get involved, unless they consciously choose not to. The fact that their PCs' lives are typically on the line means that everyone has an interest in the outcome. And when a player's turn comes up, he usually has an interesting choice to make, even it is simply whether or not to move (and if so, where to) and which at-will attack to use.
Interesting things happen in combat: random dice rolls mean that success or failure is never certain, critical hits evoke cheers or groans (depending on who scored the hit), and the PCs often find new ways to work together and pull off some devastatingly effective combination of attacks.
Sometimes, I feel that combat has become so engaging that the players don't want to focus on the other aspects of the game.

2. Simplicity
While I have nothing against PCs with extensive back stories, well-fleshed out personalities, complex motivations and relationships with various organizations and NPCs, or intricately crafted campaign worlds with detailed descriptions of their history, geography, cultures and current political landscape, or carefully-crafted campaigns full of mystery, twists and surprises after every adventure, a straightforward adventure in a vanilla campaign setting with PCs who are typical examples of their races and classes can be fun, too.
More importantly, games like these take very little effort to prepare for. A Dungeon Delve style series of three or four linked fights can be put together at short notice and provide several hours of entertainment for a gaming group.
Casual gamers might even prefer such an approach. If each adventure is more or less self-contained, they will not need to remember the details of previous sessions and can approach each new game afresh. This makes it easier to play periodic games in which weeks or months may pass between sessions.
3. DMs who Give Their Players What They Want
Between the extreme caricatures of the doormat DM who gives in to his players all the time, and the demon DM whose only aim is to frustrate his players, there are (I'm fairly sure) the ordinary everyday DMs who are quite happy to give their players what they want, within reason, provided they work for it.
They might use wealth by level tables as a guideline when giving out treasure, but they don't treat them as player entitlements. They see wish lists as feedback, not orders from the players, and have no qualms about giving them something else if their requests are unreasonable. They see treasure parcels as a way of organizing the rewards to be found by the players, but don't feel obliged to give them out if the players do nothing to earn them.
All in all, they act pretty much like how you would expect a reasonably tough but reasonably fair and reasonably nice person to act. They run games that are challenging, but flexible and fun. I'm glad to say that I play with DMs like these.
4. Players who Respect their DM
Among other things, they make requests, not demands. They appreciate the effort that their DM has put into preparing for the game and work with him instead of against him to get their PCs to the adventure. They take challenges and setbacks in their stride, and work to solve problems instead of sulking and accusing the DM of being unfair. When the DM screws up (it happens from time to time - we're all human) they don't hold a grudge.
In short, they are a joy to DM for. I consider myself pretty lucky that my players are like this.