Blaming the System for Player/GM actions

Is it fair to blame the system for player/GM decisions?

  • Yes

    Votes: 58 36.5%
  • No

    Votes: 101 63.5%

Zhaleskra

Adventurer
Is it fair to blame a game system for player and GM decisions, such as the ever infamous min/maxing?

Personally, I feel it is part of the GM's job to prevent system abuses.
 

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This is the exactly the false dichotomy by which some people argue that because a game system doesn't determine how you play, it doesn't influence it at all.

Fair to blame, obviously not. Fair to criticize as a factor, obviously so.
 

Zhaleskra said:
Personally, I feel it is part of the GM's job to prevent system abuses.
To which many gamers will respond, "Nerfing is unfair! It's the GM's job to find ways to counter whatever we come up with. I bought this shiny new official book, so it's balanced and part of the game!"

:\
 

Actually, what does fairness have to do with it? If someone perceives the problem as the game system, who are we to say they are wrong? The way something is written can and does influence how you interact with it. Rule systems are no less capable of influencing action.

Given that, I still voted no. :)
 

The Shaman said:
To which many gamers will respond, "Nerfing is unfair! It's the GM's job to find ways to counter whatever we come up with. I bought this shiny new official book, so it's balanced and part of the game!"

:\

Which is a good argument for why the GM should say what books will be allowed before the game even starts. Actually, I'm pretty lenient, I'll allow something if I understand how it works and it fits in with the theme.

I once bought every shiny new book, but I learned a hard financial lesson from doing that with AD&D2E. As was my plan when D&D3.0 came out, my d20 collection never got very big.

Such players would generally not to be asked to play in a game I was running, and if one developed in that way, he would be asked to leave.

I remember once, I wanted to use a shiny new book, and the DM told me "The first rule is, don't **** off the DM."
 

Zhaleskra said:
Is it fair to blame a game system for player and GM decisions, such as the ever infamous min/maxing?

Personally, I feel it is part of the GM's job to prevent system abuses.

There was a four or five page thread recently where a DM tried to do that, and he was flamed for daring to try to control his campaign.

There was another thread recently (about the same length) where a DM complained about an overpowered PC and was supported. This board is weird sometimes.

IMO, the system should try to control for min-maxing. Most DMs aren't game designers, and have to trust the authors to put out balanced (meaning useful and not overpowered) material. Unfortunately, often this isn't the case, as thousands of threads complaining about products or pieces of products proclaim. Sometimes the DM doesn't realize there is a problem (or underestimates its impact). I know for my D20 Modern campaigns I had to house rule the Sunder rules three time until they were balanced.
 

Zhaleskra said:
Which is a good argument for why the GM should say what books will be allowed before the game even starts.
Have you read this yet?

I'm in full agreement with you on the game master's perogatives, Zhaleskra, as I make clear in the other thread, and I think your approach...
Zhaleskra said:
...I'll allow something if I understand how it works and it fits in with the theme.
...is fundamentally sound.

I think many, perhaps most, gamers attracted to more complex roleplaying game systems expect increasing complexity in the form of additional "options" (= more rules) over time. My impression is that increasing complexity is driven by gamers, and system complexity increases to meet the demand, which in turn consolidates these gamers around the system. The result is an increasingly stratified group of gamers, from "core only" to "just these x supplements" to "ANYTHING GOES! WAHOO!"

My gut feeling tells me that this makes it harder for gamers to find players with like styles, resulting in conflict and disappointment when expectations aren't met, whether those expectations are for less complexity or more.
 

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