billd91
Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️⚧️
I fail to see how having balanced mechanics somehow makes a "good" DM not achieve great results. How does having characters which are balanced in the three "pillars" as they are calling them in 5e, result in mediocre DM's?
Heck, I've still never quite figured out how having 4e's level of parity between classes somehow magically makes good DM's merely mediocre. Apparently some DM's can't seem to make the 4e mechanics work for them, I guess. Is that a failing of the system? Perhaps. I don't know. I do know that the two or three DM's I'm playing with currently have also DM'd various other systems within the group and, for some bizarre reason, their games are always great. Much better than mine, to my shame.
I completely reject the idea that somehow system makes for better DM's. It's ridiculous on its face. I'm pretty darn sure that if I sat down and played a 3e game with Monte Cook, I'd have a damn good game. But, I'm also sure, he'd run a damn good 4e game as well. And, heck, I'd line up to sit at a Basic D&D game if he'd run one.
So, yes, BryonD, I blow off your argument as the standard "training wheels" rant that you've been trotting out every so often for the past couple of years. That somehow having a system with imbalances makes better DM's because they'll have to rise to the challenge, rather than have the game work out of the box. If that were true, then the greatest DM's in the world would all play Palladium.
I think you're not really getting what BryonD's getting at.
For one thing, he's not directly challenging that a balanced system could be a solid system, rather that there's no way it can be balanced in all circumstances. A DM will be forced to compare apples and oranges at some point. For the gaming experience to be at its best, in those circumstances, you still do better with a good DM than you will with a bad one.
I think he does have a point about overdesigned rule systems that try to come up with an answer for everything. Some really good GMs may feel that the system constrains them under cumbersome rules. This is similar to why all simulation-based elements of games are all significantly abstracted in the first place. Too much attempt to model reality = cumbersome rules and details. By a similar token, I think too much attempt by the game to be comprehensive = constraining. While there has always been rules lawyering, I do suspect that complaints about player entitlement and rules lawyering have increased with the increasing comprehensiveness of rule systems. I feel that does constrain a GM's ability to make rulings at the table rather than administer rules and that does make for poorer GMing.
This isn't about deficient systems like Palladium necessarily making better GMs through some kind of trial by fire (although, you have to figure that a GM who makes that game really sing has some awesome GMing chops). I think it's more reasonably solid system that allows and acknowledges need for GM rulings + good GM > comprehensive but otherwise reasonably solid system + good GM.