Reynard said:Active players will take control of a table regardless of how stringent the game system is; passive players will sit like lumps even if they are given the keys to the kingdom. Nothing kills a game like player apathy.
On the whole I agree with Apoptosis here.apoptosis said:Passive players are no good no matter what the system (same with bad DMs).
But giving active players the ability to take greater part in the shared environment is beneficial to the overall game.
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Rules that can increase the ability of the game to satisfy the players (and characters) goals, tend to improve the game.
Having said that, I can see what Reynard is getting at in relation to AD&D - the operational play that it supports creates a lot of room for a particular type of player to seize the game. Mechanics are so unimportant in that game that players who throw themselves into the duel of wits with the GM can really shine.
But the game, and player expectations, have (IMO) changed irrevocably.
Which brings me to social mechanics:
And exactly the same skillset, more or less, will be used by playes to engage in social interaction. Why is that a bad thing? (Obviously it is a different thing. But why bad?)Reynard said:But we do expect them to be able to engage in the miniatures skirmish aspect of the game.
I'm not all that surprised to hear you say this. The rules are set up to empower both the GM and the players in a certain respect, but not the respect you are after (I think). Both Orc-like stat block, and special ability flavour, are designed to allow the players to engage with the Pit Fiend by activating all the crunch at their command - a type of mechanically skilled play that is just not part of AD&D. And this excludes the sort of GMing tricks that are part and parcel of AD&D (especially 1st ed). Yes, the blanks are there, but they're not in the places that an AD&D GM wants them in.Reynard said:What's really messed up is that the pit fiend article -- more precisely, getting to see how the game mechanics are actually going to be expressed in one of the rule books -- has me all confused because I see shades of both 1E and 3E in there, not to mention both support for and information against my basic premise here, and I am not sure what to make of it.
On the one hand, the stat block is concise, that's good. On the other hand, everything has been stripped out that defines the creature as anything more than a 26th level orc. that's bad. On the other hand, there's "blank space" between the crunch and the fluff. That's good. On the other hand, there's something about the flavor of the special abilities I don't like. That's bad.
I really, really hate it when my carefully crafted preconcepts get all messed up by actual hard data.