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A sense of impending doom...
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<blockquote data-quote="The Shaman" data-source="post: 2144152" data-attributes="member: 26473"><p>...or, what am I getting into?</p><p></p><p>So I decided to join a PbP game on another website.</p><p></p><p>GM says he's experienced but new to the game system. No problem, I think, everyone has to start somewhere.</p><p></p><p>Asks for second-level characters, 32-point buy. A bit powerful, I think, but not unreasonably so. I develop a character who looks like fun to run, a class combo I haven't tried before, interesting (to me at least) backstory - got my roleplaying game-face ready.</p><p></p><p>Announces he will be running a DMPC in the game. I don't have any real issue with that, I think, as long as the character is played well.</p><p></p><p>Gives each character armor proficiency as a free bonus feat. Hmm, I think, not something I like to do as a GM, but it's just one feat. Shouldn't be too unbalanced.</p><p></p><p>Tells the players that he will assign equipment based on our roles in the unit. No problem, I think, I do the same thing in military-style campaigns.</p><p></p><p>Assigns my tech-skill-heavy character a tool kit with a +2 to all Craft skill checks. <strong>Well</strong>, I think, that's a <u>big</u> departure from the RAW, one that is both way overpowered in one area (Craft skill checks) and thoroughly nerfing in another (Disable Device and Repair checks). I ask for clarification, mention that this is a departure from the RAW, explain why it's an issue, offer a suggetion. No, the tool kit stands. Oooooookaaaaaay, I think, I'll make an adjustment, but now I have to exchange one useful piece of equipment for a less useful piece of equipment because the tool kit doesn't work the way I need it to with my character - now I'm doubly-nerfed. Still, it's the GM's call, and I have to respect that - I'll use it as roleplay material ("Friggin' bastidges at HQ got their heads up their poop-chutes, eh?").</p><p></p><p>Next gives each character two more hand-picked feats <em>gratis</em>. Erm, I think, three free bonus feats for second-level characters - that's pretty generous. There's a buzzing somewhere in the back of my head, soft but insistent.</p><p></p><p>Doesn't answer a couple of other questions - extra magazines? additional equipment reqs? Perhaps the GM's just a bit overwhelmed, I think, but that buzzing is getting louder now.</p><p></p><p>Tells another poster that in addition to our helmets with integral comm. units and GPS receivers, all of the characters know a secret sign language. Now I can't even think over the sound of the buzzing...</p><p></p><p>*<em>sigh</em>*</p><p></p><p>I know going in to someone else's game that every GM has a different style, and as a player I need to be flexible - comes with the territory. From the GM's initial description I expected a sort of beer-and-pretzels feel to this game.</p><p></p><p>So why am I so troubled by this?</p><p></p><p>Something tells me that when a GM is making up three new rules on the fly before we've even finished character generation that something isn't right. For example, if a GM wants the adventurers to have a broader selection of feats and abilities, my philosophy is to start the characters at a higher level, not hand them free feats at lower levels, particularly feats in which the players have no voice in selecting - adding bonus feats but not increasing BAB, saves, and hit points is like the NBA All-Star game: all offense and no defense.</p><p></p><p>The tool kit thing irks me, too - the kit the GM is offering is actually <u>better</u> than the RAW with respect to Crafting items, but fails to take into account the related skills of Disable Device and Repair, both of which tend to see <u>more</u> use during an adventure. Again, it's overcompensating in one direction without regard for consequences elsewhere.</p><p></p><p>Now I find myself questioning my own approach to the game. Have I turned into a rules-lawyer, straight-jacketed by the written word? Or am I simply looking for some consistency, some logical order so that I can make informed decisions about my character and "how the world works?"</p><p></p><p>Have I become so inflexible that I can't adapt to another GMs style and authority over the game-world? Or do I have legitimate concerns about what I perceive as the GM's seat-of-the-pants approach?</p><p></p><p>I'm truly troubled by this.</p><p></p><p>I'm not sure if I should continue in the game: I really like my character, but I'm very concerned that I will find the game frustrating. I'm also disconcerted by what I see in myself as a player.</p><p></p><p>Your thoughts?</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2144152, member: 26473"] ...or, what am I getting into? So I decided to join a PbP game on another website. GM says he's experienced but new to the game system. No problem, I think, everyone has to start somewhere. Asks for second-level characters, 32-point buy. A bit powerful, I think, but not unreasonably so. I develop a character who looks like fun to run, a class combo I haven't tried before, interesting (to me at least) backstory - got my roleplaying game-face ready. Announces he will be running a DMPC in the game. I don't have any real issue with that, I think, as long as the character is played well. Gives each character armor proficiency as a free bonus feat. Hmm, I think, not something I like to do as a GM, but it's just one feat. Shouldn't be too unbalanced. Tells the players that he will assign equipment based on our roles in the unit. No problem, I think, I do the same thing in military-style campaigns. Assigns my tech-skill-heavy character a tool kit with a +2 to all Craft skill checks. [b]Well[/b], I think, that's a [U]big[/U] departure from the RAW, one that is both way overpowered in one area (Craft skill checks) and thoroughly nerfing in another (Disable Device and Repair checks). I ask for clarification, mention that this is a departure from the RAW, explain why it's an issue, offer a suggetion. No, the tool kit stands. Oooooookaaaaaay, I think, I'll make an adjustment, but now I have to exchange one useful piece of equipment for a less useful piece of equipment because the tool kit doesn't work the way I need it to with my character - now I'm doubly-nerfed. Still, it's the GM's call, and I have to respect that - I'll use it as roleplay material ("Friggin' bastidges at HQ got their heads up their poop-chutes, eh?"). Next gives each character two more hand-picked feats [i]gratis[/i]. Erm, I think, three free bonus feats for second-level characters - that's pretty generous. There's a buzzing somewhere in the back of my head, soft but insistent. Doesn't answer a couple of other questions - extra magazines? additional equipment reqs? Perhaps the GM's just a bit overwhelmed, I think, but that buzzing is getting louder now. Tells another poster that in addition to our helmets with integral comm. units and GPS receivers, all of the characters know a secret sign language. Now I can't even think over the sound of the buzzing... *[i]sigh[/i]* I know going in to someone else's game that every GM has a different style, and as a player I need to be flexible - comes with the territory. From the GM's initial description I expected a sort of beer-and-pretzels feel to this game. So why am I so troubled by this? Something tells me that when a GM is making up three new rules on the fly before we've even finished character generation that something isn't right. For example, if a GM wants the adventurers to have a broader selection of feats and abilities, my philosophy is to start the characters at a higher level, not hand them free feats at lower levels, particularly feats in which the players have no voice in selecting - adding bonus feats but not increasing BAB, saves, and hit points is like the NBA All-Star game: all offense and no defense. The tool kit thing irks me, too - the kit the GM is offering is actually [U]better[/U] than the RAW with respect to Crafting items, but fails to take into account the related skills of Disable Device and Repair, both of which tend to see [U]more[/U] use during an adventure. Again, it's overcompensating in one direction without regard for consequences elsewhere. Now I find myself questioning my own approach to the game. Have I turned into a rules-lawyer, straight-jacketed by the written word? Or am I simply looking for some consistency, some logical order so that I can make informed decisions about my character and "how the world works?" Have I become so inflexible that I can't adapt to another GMs style and authority over the game-world? Or do I have legitimate concerns about what I perceive as the GM's seat-of-the-pants approach? I'm truly troubled by this. I'm not sure if I should continue in the game: I really like my character, but I'm very concerned that I will find the game frustrating. I'm also disconcerted by what I see in myself as a player. Your thoughts? [/QUOTE]
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