I was invited into a group some time around 1998-1999. In the time period ranging from roughly 1999-2002 or so, we went through several iterations of that group, running parallel games with different DMs and getting people together from throughout the area through references from friends. The total number of people I played with in those early days was on the order of a few dozen. Then, around 2002 or 2003, we created on firm group of around ten people, which went through a couple of changes in membership, but stayed mostly the same through 2004. Then, we disbanded. Then, around 2007 or 2008, a group of four of us from the old group reconvened. Then, one left and was replaced with a new member I hadn't played with before. That has been my group for four or five years.
As to DMs, I started somewhere between ten or twelve years ago, having played with only two DMs before that IIRC. I then pretty much took over, but tried to encourage a rotating DM policy; so probably have played under around ten DMs total.
Bottom line: variety, then consistency, with ten years ago being roughly the time when we settled down. Clear?
Seems like one group of players/GM's, which to me commonly results in a pretty consistent playstyle. Toss in a few players with experience outside that group and I suspect you would see more variety. Playstyles can often vary geographically as well, as the further out one goes, the more likely one is to encounter groups that have grown their style independent of the guys back home.
To be a bias, something has to actually be not true. I'm not saying that bards are uniformly silly, only that the concept does not lend itself to adventuring as well as the concepts behind most of the other classes.
In my view, you are biased to see them as such. The Bard need no more be Brave Sir Robin's minstrels than the Fighter need match Brave Sir Robin. The Nordic Skald and Scots Piper seem serious Bards made for adventures, off the top of my head. The Spellsinger novels are humorous, but the character type presented therein seems as competent and capable as his cohorts.
We had the optional Bard in 1e, and one of the most common requests for 2e was a Bard class starting from L1. We got that. It remained in 3e and 4e. Seems like some gamers, and some games, don't see Bards as being silly, or they would not remain a priority for inclusion. I maintain that you have a bias against the Bard class.
You're basically just accusing me of incompetence, which you don't have any basis for and still wouldn't if I gave you the full statblock and a rundown of what happened (which I'm not all that inclined to spend time on). Believe me, this was a pretty well designed opponent. There were some minor things here and there, but the bottom line outcome is what it is.
Went through this with a Dragon discussion a while back. It seems like any critique of your gamestyle will be perceived as a personal attack, so not much point having such a discussion, is there? I haven't looked at using a high level Witch as an opponent, so unlike the "why are there other spells at L4" Lich, I'm not really equipped to address how one would best be outfitted and deal with a group of opponents.
I suspect not getting in a direct confrontation where he has to deal with 4 or more attackers would be the best strategy for the Witch.
I do, however, have a graduate degree in my field, which as far as I know game designers do not.
First, I am aware of no such degrees in "Game Science", so I would agree. Second, acadamia and reality can be entirely different areas of skill - I say that as a member of a profession which requires a bachelor's degree as a prerequisite to our professional program, so over 25 or so years in that profession, I have seen a lot of very solid, high marks students fail out of "the real world".
And the publications I work on are subjected to peer review, which D&D is not.
Really? I doubt that the writer simply pens his manuscript and it is published without comment or change. I suspect, rather, that most are subject to reviews, playtests and rewrites, outside of the smallest endeavour. In fact, one writer who I believe would consider himself a "paid amateur" still has his writings reviewed and edited, and subjects them to several playtests.
So I think a description of "paid amateur" is pretty apt. It's not a bad thing per se; many of us wish we could make any money by working on our hobbies as amateurs. And most of them are probably relatively good amateurs. It just means that the pedestal that some people put game designers on isn't warranted.
Depending on where one draws the line, "paid amateur" could describe virtually any field. Is a university graduate an amateur or a professional? I get experienced practitioners coming to me for assistance in my area of specialization who, while seldom using the word "amateur", will certainly define themselves as a non-expert, or non-specialist, in my area of focus. I would not consider them amateurs. I would often consider them to underestimate their own skills.
Yes, but that work is spread out over time. Also, it's free, whereas game books are getting spendy.
Time is far from free if one has a career, a family and/or other responsibilities. I was a lot more willing to dedicate time to learning new systems and playing a lot more games when I was a student - now, my time is more precious.
I tend to find that trying a new system is quite straightforward for players, provided the GM has some familiarity and can guide them through it. For instance, a few weeks ago I GMed my 4e group through a session of Marvel Heroic RP - they chose PCs, I ran through the character sheets and rules, and then we played a session with two action scenes separated by a transition scene (writeup
here).
In such cases, however, the players most definitely learn to play "The Pemerton Style of Game X", as the system comes filtered through your own perceptions and biases. Probably not a bad thing - the players you game with presumably have a liking for that style, or they would not be playing, especially under a mostly sight-unseen new system on your recommendation. But that doesn't mean other groups might not play the same game in a very different style.
In D&D, the DM is not a player, and does not have a vested interest in favoring himself. If anything, he has to lose repeatedly. In that way, he's more like a referee.
Referees do not win or lose. They typically adjudicate between two or more competitors. To have a true "referee" in D&D, we would need one or more players running the Heroes and one or more players running their opponents. The referee would adjudicate the results of the actions of both sides, but would not run any side. The term as applied to RPG's seems to derive from wargames where complex rules calls were made by a non-playing referee.