I've had combats resolved by simple opposed tests - they weren't unsatisfying and boring!If you want a very unsatisfying and boring combat, sure, you can flip a coin. If you want enjoyable combat, you need quite a bit more for rules.
I've had combats resolved by simple opposed tests - they weren't unsatisfying and boring!If you want a very unsatisfying and boring combat, sure, you can flip a coin. If you want enjoyable combat, you need quite a bit more for rules.
It's not a question of playing RPG's with strangers particularly though.This kind of thing is part of the reason why I don't find any appeal at all in the idea of playing RPGs with strangers.
That's not intended as a judgement on anyone who does game with lots of different people and I understand that, for some people, meeting lots of different people is actually part of the appeal of the hobby. I also believe it's probably possible to game with a lot of different people and avoid any significant issues. It's just that this has never been the way I've interacted with the hobby, and the fact that so many people seem to talk about all these problems they encounter (to the point that some people refuse to believe those problems can be avoided) only serves to reinforce for me that sticking to gaming being something I do with existing friends is absolutely the right call for me.
Er...no. That's just...not really true....until Snardly XII succeeds where all before him have failed, and goes on to become a superstar...
I'll do that for NPCs sometimes too, but never in the moment while the interaction is still ongoing or might potentially resume. Afterwards, once the interaction is long over and the NPC is highly unlikely to be or become relevant again, then sure.I disagree with this. The difference between the "Good DM" and "Bad DM" is that the Good DM will tell the players why the guard is unbribable. This may be in character where the guard says something like "I am a member of the temple guard! Our honor is beyond reproach!" or "Do you have any idea what the punishment is for a guard who takes a bribe?" Or possibly another NPC says "Don't even try bribing the guards--they don't take bribes, and they get real creative with the idiots who try." Or this may even be out of character--one of my GMs likes to tell us their reasoning behind their rulings or why they have NPCs that act in various ways.
See, but the Bad DM knows that the players will not like railroading, so, he covers his railroading by saying that the guard is a member of the temple guard. See, you're thinking that the Bad DM is stupid. He or she most certainly is not. See, the Bad DM doesn't think they are a Bad DM. They think they are a Good DM. And they know what Good DM's will do, because they see advice like this. So, again, from the player's POV, a lot of times Good and Bad look exactly the same.I disagree with this. The difference between the "Good DM" and "Bad DM" is that the Good DM will tell the players why the guard is unbribable. This may be in character where the guard says something like "I am a member of the temple guard! Our honor is beyond reproach!" or "Do you have any idea what the punishment is for a guard who takes a bribe?" Or possibly another NPC says "Don't even try bribing the guards--they don't take bribes, and they get real creative with the idiots who try." Or this may even be out of character--one of my GMs likes to tell us their reasoning behind their rulings or why they have NPCs that act in various ways.
Whereas the Bad DM won't because they don't have a reason for it beyond railroading. Or if they do give a reason, it will be a bad one ("the guard and all their loved family will go to hell if they take a bribe"), or inconsistent with established fiction ("wait, the temple guards don't take bribes? But you let us bribe the last two temple guards. What gives?").
/snip
Is...It's if-when the GM says...
3) Oh, I dunno - <shrug> - I'll make something up at the time depending what I feel like.
...that the red flags fly and the feet start looking for the door.
Sigh. It would help SO much if you'd stop making this personal.No GM will ever be perfect but it typically becomes pretty obvious when the GM is just making decisions to direct play. On the other hand if they're open about it that we're playing a linear campaign? It doesn't bother me.
I know your a big fan of the procedural approach, I just don't think that approach, or narrative, or story first, or any other approach is going to always lead to a better game. So celebrate what you enjoy but I don't see a reason to tell others their style is flawed.
Having a standard everyone can understand and learn is extraordinarily important for all sorts of things.I fail to see a problem with this.
And as far as I'm concerned, this is...really not true. Like at all.Let's be...erm...realistic here for a moment: the players have access to most of the information already. Whether they actually read and-or remember much of it is another question entirely.![]()
It's a question of vague vs precise. "It looks easy" is IMO far more vague than a precise "The DC is 7"; and most of the time the PC in the fiction wouldn't do any better than the vague estimate of whether something like climbing a cliff* is trivial, easy, tricky, hard, very hard, or good luck with that.If a GM says, "I don't announce DCs" but then goes on to say "I give descriptions of chances of success that more-or-less correspond to DCs" then the debate seems to be about terminology used rather than the basic principle of disclosing likelihoods of success.