Kamikaze Midget said:
GM: "Okay, go ahead and create you characters. All characters are 2nd level, so you can pick any LA +1 race on the handout."
Player 1: "Hey, there's only humans on the handout?"
GM (fingers drumming): "King Arthur didn't need elves, why do I?"
Player 1: "But I was thinking of playing a fey-like character with ties to lake maidens and stuff..."
Player 2: "And I wanted to be a wizard, but this handout says they're forbidden?"
GM: "Magic in D&D is too powerful, so I took it out. Deal."
I'm not sure if this is what you intended to say or not, but what I'm reading here is that the GM created an Arthurian romance game with setting-consistent limits on classes and races, and you think that's an example of selfishness and poor GMing.
I can understand a player not necessarily wanting to play in a game where the PCs all play knights and squires and (non-spellcasting) priests and such, but that doesn't make it a bad setting or the GM a poor GM - it simply means that what the GM created is not to the players' tastes in this instance.
Presumably no one is holding a gun to the players' heads in this example, so they can say that they're more interested in playing a more traditional D&D game - either the GM will compromise or s/he won't, and the gamers involved can either play or not. In any case I don't see how the GM is obligated to create something for the players. I think the example of the GM-as-shopkeeper example is apt in this case: the GM offers a game, the players can choose to accept or not - if the GM won't compromise s/he has no players, if the players won't compromise they have no game.
In this instance I think it would be best for both sides to look for a middle ground, such as permitting clerics and perhaps druids but keeping wizards as NPC 'monsters' in the setting. However, if the GM is not willing to compromise the setting, the players are not injured in any sense: they simply vote with their feet, and the both the GM and the players can look for more compatible folks with whom to play.
(Personally I'd enjoy an Arthurian romance like the one you described...)
Kamikaze Midget said:
A selfish DM is the one who puts his own pleasures in the game first, ahead of the player's, rather than equal to them. Like a rules-lawyer is a selfish player who gets pleasure correcting others and won't stop, a selfish DM can be that DM who gives a player a familiar only so that they can kill it, torture it, and maim it later. Or that DM who has epic-powered NPC's swoop in and rescue the party. Or that DM who drops hints about going into the Forbidden Forest, when you get there, proceeds to TPK the group because "THE FOREST IS FORBIDDEN!" It's the DM that needlessly limits player choice. The DM who doesn't consider the ramifications of his changes. The one who fudges for monsters and important events, but fudges against players. The one who removes spells simply because they challenge him. The one who hands out loads of treasure to his girlfriend. The one who insists that he knows the game better than the designers, and who makes arbitrary changes to "use the d12 more often." The one who railroads relentlessly. The one who won't let you act until his villain is finished with his speech. The one who demands two written pages of character history only to give you the prospect of your long-lost sister coming back only to kill her out of some delightful malice.
Yes, immature GMs are bad, raildroading GMs are bad, killer GMs are bad, but is this really a newsflash for gamers?
What you're describing is really the most extreme examples of poor GMing, and IMX (and of course my experience may be different from yours) they are really a small proportion of the overall pool of gamers - some GMs are mediocre, a few are really great, but the juvenile behavior you describe above is usually self-correcting: either the GM matures or s/he can't find anyone to play with after awhile.
Talking about the most extreme behavior doesn't really answer the questions that have been asked several times on this board already, such as...
Raven Crowking said:
Hussar said:
Raven Crowking said:
When can the DM say "No"? When he feels it's appropriate? After taking a democratic vote? When the players tell him it's okay? Or does it not really matter because the potential failures are so insignificant that it makes no difference what the PCs are, or what anyone chooses to do anyway?
I didn't bother answering it because its such a loaded and rhetorical question that it isn't worth it. Any answer I give is pretty much rendered meaningless by the level of strawman in the question. Ask a less leading question and I'll answer it.
The question is not a straw man. It is, in fact, the crux of this thread. When determining when it is appropriate to say "No", whose discretion does the DM rely upon? If the DM relies upon his own discretion, then he is the ultimate arbitrator of that game. If the DM does not, then he is not.
KM says that the DM is allowed to say "No"
in general because to do otherwise would make his position obviously untenable. However, KM also disallows the DM from saying "No"
in any specific incident to which that general rule is applied.
So far all of the examples that have been presented have been the most extreme examples of poor GMing, IMX gaming skills reside along a continuum, and for me that's what's really at the heart of this thread: where is the balance point? So far the rules-lawyers haven' answered that question to my satisfaction, nor apparently to
Raven Crowking's.
I'll repeat my earlier example, and hopefully
Kamikaze Midget or
Majoru Oakheart or
Patryn of Elvenshae will reply:
The PHB and the DMG (both 3.0 - my 3.5 books are in a box in the garage) indicate that the most complex mechanical trap is DC 25 to disable - does this preclude the GM from creating a DC 27 or 28 trap? What about DC 30?
Let's be clear about something here as well - I'm not talking about upping the DC just to beat the party rogue's stats, or changing it on the fly to hose a character who made a good roll. Those would be extreme examples of poor GMing. I'd like to hear a response from the perspective addresses whether or not you consider creating something like this to reasonably challenge the party in the normal course of adventure writing is "breaking the rules."
Kamikaze Midget said:
For that guy who wants to play a demilich? "Sorry, they're too powerful. But maybe you'd like being a necromancer...if we get high enough level, you may have the opportunity to become a demilich."
I agree with this - players should have goals.
Kamikaze Midget said:
For that guy who wants to play a demilich? "Sorry, they're too powerful. But maybe you'd like being a necromancer...if we get high enough level, you may have the opportunity to become a demilich." Or maybe even "Well, it doesn't need to be second level....does everybody think starting at level 22 is a bad idea?" This changes the ride, but keeps fun for everyone intact. Helping the players to have fun is the DM's job. This job includes finding out what they REALLY want, which usually isn't just power, because players don't have fun when they're all powerful unless they're selfish players.
And this I can't agree with at all.
Let's be clear on something:
GMing is not my job.
It's something I do for recreation, to exercise my imagination, to enjoy time with friends.
When I sit down to homebrew a setting, my first question is, "What kinds of adventures do I want to run?" This determines many of the setting details, influencing races (both character and non-), classes, geography, transportation, economics, political institutions and so on. The setting is built to accommodate the adventures - it's also designed to be internally consistent so that enhances the suspension of disbelief for the players, to give the setting verisimilitude and offer a more immersive gaming experience for everyone.
My second question is, "What options are available to the players?" As a GM I
want to give the players a range of options - it's in my best interest as a GM to offer a goodly number of races and class choices so that the players have interesting choices to make with respect to their characters, in the same way that it's in my best interest to create exciting adventures set in an engaging game-world. That's not the same as giving them
unlimited options, however: if I choose to remove outsiders and core-class paladins from the setting, then no, you can't play an aasimar paladin.
I imagine that right there I've raised the hackles of some gamers: "Why ban outsiders? Why ban paladins? That's not D&D!" If my goal is to run swords-and-sorcery adventures with a dark ages feel, if I want to create a cosmology in which there are no other planes, if I want to make the paladin a prestige class (or even exclude it altogether), that is my perogative as a GM. If I wanted to run the setting by the straight core rules, I could, but those same core rules give me the liberty to make those choices, to offer the players other options instead. Anyone who claims that the core rules preclude these sorts of choices is ignoring the core rules...
Majoru Oakheart said:
On the other hand, just making a wall that has a -20 circumstance penalty to climb it because "it's a living wall and doesn't want to be climbed" is kinda silly unless the player after he tries to climb has a good idea that something is horribly wrong. i.e. "You start climbing the ordinary looking wall, then suddenly, it shifts beneath you, all hand holds vanishing and becoming slick. You fall to the ground." No problem with this. I have a problem when this same situation plays out as "You try to climb. You fail." "But, I made a 30 on my climb check and it's an ordinary wall!" "You don't know why, you just can't climb it."
One method confuses the player, makes them think you are just using DM fiat to prevent them from getting to where they want to go, or worse yet, have no idea how the rules work so are making thing up off the top of their heads. I know I personally hate it when a DM says "well, it should be hard to climb...he can make DC 30 on a 10...that seems too easy, I'll make it 35."
Again, we're talking about the extreme of poor GMing here, which doesn't get us anywere toward finding the middle ground where most gamers play.
In the example of my living wall earth elemental, I described it to the players roughly like this: "About thirty feet off the ground you suddenly feel the rough surface of the wall grow smooth as a river-polished stone. The rock itself seems to shift under your grip, your hand and toe holds feel as if they are receding into the wall, and you fall to the ground...taking eleven hit points damage." (No, I didn't just decide the thief fell - she failed her skill check.)
Again, I think we all agree that saying, "You just can't climb it," or, "You fall regardless of what you roll," is just poor GMing. For me at least there remains the larger question, based on the following:
Majoru Oakheart said:
The point is, if a wall should be DC 15 to climb in the PHB, there should be a darn good reason for it to be harder than DC 20.
Here's another question that I hope someone will answer for me:
Who decides what the "darn good reason" is, the GM or the players?