Bad DMs/GMs

You were telling a story, not playing a game.

Not really all that complicated.

Given how many times these boards have seen debates over what qualifies as a "game", I think your final conclusion there is not nearly so simple as you make it sound.

Maybe he wasn't playing a game. Maybe he was playing a game, but the important rules weren't the ones written in the books!
 

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The Shaman said:
You were telling a story, not playing a game.

Not really all that complicated.
But I was still being a DM. Yes?

And by my experience/style, I was being a bad DM. I would not want to play under a DM like I was being. (I can't stand a DM who heavily fudges everything.)

But by the results, I was being a good DM. I would love to have that much Player-side fun every time. (I would have to remain ignorant of what the DM was really doing.)

Basically, what you [general use, "you"] consider a Bad DM can be considered an Awesome DM to other Players. And vice versa. Some Players take railroading and fudging all in stride, and are happy with it. Some Players are rubbed raw by railroading and fudging, and would leave the game in frustration.

Bullgrit
 

Given how many times these boards have seen debates over what qualifies as a "game", I think your final conclusion there is not nearly so simple as you make it sound.

Maybe he wasn't playing a game. Maybe he was playing a game, but the important rules weren't the ones written in the books!

If the demarcation is the DM decided what encounter was in the room before the adventure, vs the moment the PCs enter the room, I think that's an artificial constraint.

Basically, meh. The DM is still deciding stuff. Presumably in both instances by what makes sense and what would be fun, and maybe some randomness to mix it up.

But then, I also don't really differentiate between self defense at the crime scene, chasing the crook down and whacking him, or hunting him for 10 years. If you had the legal right to kill a criminal, you should retain that right regardless of time elapsed. because time elapsed is relative. Who decides how much time is "too much" (actually the courts do...).

back to D&D. Same difference, except there is no court. How much time must elapse between player discovery and game data creation is an artificial constraint. Meaning, it does not have to be there, it simply limits some people's way of doing things.
 

If the adventurers are giving these guys a beating, then a bar fight is underway; the failure to fight back doesn't enter into it.

Where I come from, delivering a beat down to someone who won't fight back isn't considered a fight.
 

Where I come from, delivering a beat down to someone who won't fight back isn't considered a fight.
No, but surely where you come from two guys delivering a beat-down to two guys who aren't fighting back doesn't go on without someone getting involved - other bar patrons, the local authorities, -et cetera?

There's gonna be a fight one way or another, at least in any game I'm running.
 


And by my experience/style, I was being a bad DM. I would not want to play under a DM like I was being. (I can't stand a DM who heavily fudges everything.)

But by the results, I was being a good DM. I would love to have that much Player-side fun every time. (I would have to remain ignorant of what the DM was really doing.)

Your players were having a good time, you were being a good DM for your players. The rest is relatively unimportant detail.
 

But I was still being a DM. Yes?

And by my experience/style, I was being a bad DM. I would not want to play under a DM like I was being. (I can't stand a DM who heavily fudges everything.)

But by the results, I was being a good DM. I would love to have that much Player-side fun every time. (I would have to remain ignorant of what the DM
was really doing.)

...snip...

OR, you could look at it as a learning experience that what you percieved as bad was mistaken.

it's like a person raised with some racist beliefs who gets out in the real world and actually meets people he was taught to distrust and hate, and learns that they are really good people. His beliefs were wrong.

You thought method X was bad. You ran a game by method X and it worked great. Why cling to thinking that method X is bad?

It's certainly fair to retain some reservations, like "this might still be bad with the wrong GM." But I think you just proved that it is not bad in and of itself.

In a way, this is why I insist so strongly that the GM is making it all up anyway. Once you accept that it is all illusionism, you discard it as a game breaking concern and get to the point of determining if the session you are playing in is fun, not whether you approve of the GM's method in generating game content.
 

I am an extremely anti-fudging, anti-illusionist GM.

Re Bullgrit's game - you can run a game diceless, you can run a game determined entirely by GM judgement ('fiat'), and IMO that is an entirely legitimate style of free kriegspiel. You can also create content ad hoc, whether randomly or by GM fiat, again I think that is completely fine. Content may be created with a Simulationist approach - this is what is likely there - or Dramatic - this is what would make the most engaging adventure.

Illusionism comes in if the GM has already decided the outcome and ensures that all roads lead there. This negates player choice. From what Bullgrit says, he didn't do that.

Fudging comes in if the GM appears to be using the rules, but ignores the results of dice rolls - such as changing misses to hits, and secretly changes already-encountered reality on the fly, such as arbitrarily lowering or raising hp totals of monsters. That's the stuff that players will object to if they find out (it can be a 'no Santa Claus' moment when they discover their trusted GM is a fudging fudger), and why Bullgrit rightly feels 'dirty' despite a good game overall.

I play with my 4.5 year old son, when he's not taking over the game, I run it free kriegspiel - when we roll dice it is meaningful, I pre-announce "on a 2-6 you kill the monster" or "on a 6 the dragon kills you" - so the dice represent a genuine element of risk rather than the illusion of risk. There is no dishonesty, no cheating the player, no pretending to use rules when really I'm not.

Edit: If previous game sessions have failed, it may be that Bullgrit was running too harsh a game for his player group - I've seen a lot of GMs do that. With brand new players you generally want a game very heavily slanted in favour of the players; the risk of failure can be almost arbitrarily small, but it needs to be there for the victory to be genuine. They will enjoy destroying a 1st level adventure with their 4th level PCs just as much as they'll enjoy beating a 4th level adventure where the GM cheats to let them win - and the GM won't be cheating either them or himself. So if running eg 4e, you treat the effective party level as 2 or 3 under their actual level, but you still play up the enemy as major threats - a lot of it is the presentation. For 1st level 4e PCs the 1st level goblin warrior becomes a mighty goblin champion, leading the horde of mook goblin minion-1s - and you build an encounter on 300 XP rather than the standard 500.
 
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"Theoretically?""I punch the big guy standing at the end of the bar." "And I toss my drink in his bigger friend's face."

Mission accomplished. By player agency.
Considering the PCs have a limited perspective compared to the GM, the theoretically is a realistic caveat. Suppose the PC who threw the punch and tossed the drink picked a couple of guys who won't rise to the bait? Maybe they belong to a sect of pacifists. Maybe they're deliberately keeping a low profile because they can't afford to draw official attention. Mission failed.

Theoretically doesn't deny player agency. It's just a recognition that not everything they try may succeed in the stated goal - in this case of starting a bar fight.
In addition to The Shaman's reply that the fight is already on, I wanted to add this thought: it is possible to have a game in which the players states the goal for his/her PC's action, the GM sets the difficulty, and then the dice are rolled - and if they come up the player's way, the player gets what s/he wants.

Burning Wheel is this sort of game. In my view, 4e is best played in this style also (it's what skill challenges are for). And in that sort of game, not only can the players have their PCs start throwing punches, they can make an Intimidate check, or a Streetwise check, or whatever the appropriate mechanic is, to make the NPCs fight back.

For an actual play example of 4e played in this way (rather than a bar fight, it was provoking a wizard NPC to attack them during a formal dinner), see my post here.

In running this session, I cheated, faked, hand-waved, made up stuff, and even re-mapped the dungeon on the fly.

<snip>

I've had many game sessions where I stuck to my core beliefs of a status quo style -- what I feel as a DM and a Player, through many years of gaming, is the best style -- that just completely bombed. But as soon as I do one game session where I break all my personal style rules, I get a great session.
You were telling a story, not playing a game.

Not really all that complicated.
And just to prove that I don't agree with The Shaman on everything - unless I missed something, you ([MENTION=31216]Bullgrit[/MENTION]) didn't cheat - as in, you didn't actually disregard any dice actually rolled as part of action resolution. It just sounds like you framed every situation spontaneously and in response to what had come before, rather than preparing it in advance. And that you made liberal use of "say yes" - as in, only got the action resolution mechanics into play when there was an actual conflict to be resolved.

This isn't "telling a story and not playing a game". This is just GMing "indie style" rather than classical style. (What you describe sounds like it was pretty close to No Myth.)

EDIT:

Illusionism comes in if the GM has already decided the outcome and ensures that all roads lead there. This negates player choice. From what Bullgrit says, he didn't do that.

Fudging comes in if the GM appears to be using the rules, but ignores the results of dice rolls - such as changing misses to hits, and secretly changes already-encountered reality on the fly, such as arbitrarily lowering or raising hp totals of monsters. That's the stuff that players will object to if they find out (it can be a 'no Santa Claus' moment when they discover their trusted GM is a fudging fudger), and why Bullgrit rightly feels 'dirty' despite a good game overall.
I picked up the absence of illusionism. I missed the hit point fudging, but am not 100% sure whether it's objectionable or not. Bullgrit could easily have decided instead that the monsters surrender, and this would produce an outcome similar to the hit point fudging. But not identical - the players would now have the surrendered foes to negotiate with - and maybe that's enough to show that the hit point fudging is objectionable.
 
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