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%

A vote for "No" is a vote for accepting personal responsibility for your actions.

Just because a gun can kill someone doesn't mean you should point it at someone and shoot them. A gun is a tool, just as the system is a tool. The person who exploits that tool is to blame.

In the end, it's a round-robin of finger pointing and because the system cannot defend itself, everyone ends up blaming it because doing so satiates the need to blame anyone but themselves (despite that's where it belongs) and keeps you from blaming your DM / players (which other people tend to appreciate). The DM should not allow it, and the players should not try to force it. If you all decide that is the way you want to play, then great. But by agreeing to that, you give up the right to complain about it when or if it gets out of hand.

If you agree and then still complain, you're trying to have your cake and eat it too. That is where the personal responsibility comes from: taking (or perhaps suffering) the product of your actions with dignity and grace, rather than crying like a baby about "being the victim" or some other crock. You are only the victim when you can truly not be called a hypocrite for complaining about something.

Evidently I'm opinionated and passionate about this. I was not really aware how much of a chord this topic struck with me. Hmmm, interesting.
 

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buzz said:
Unlike some other systems, D&D does not reward "being there"; your PC does not get XP just for showing up. And they definitely don't get XP for losing, even when doing so in entertaining ways.
Nitpick: in 3.0 as written you *did* get ExP just for showing up - if the party defeats a challenge then all party members get equal ExP even if not all party members were involved in defeating said challenge, all in the name of keeping the PC's at the same level. Stupid, stupid rule that I'm not sure if 3.5 fixed.

Lanefan
 

DethStryke said:
Just because a gun can kill someone doesn't mean you should point it at someone and shoot them. A gun is a tool, just as the system is a tool. The person who exploits that tool is to blame.
This is a very poor analogy. A blender is also a tool. So is a horse. So is the California legislature. So what?

If you are going to make analogies, why not try to draw comparisons to things that are actually like the rules rather than comparing the rules to random objects.

The rules reward certain kinds of behaviour more than they reward others. For instance, the rules provide an incentive for rogues not to enter melee alone because they cannot deal sneak attack damage unless they can flank an opponent. In my view, rules should not provide incentives that reward people for making certain choices unless the rules want people to make that choice.

For instance, if we replaced the death penalty for murder with a $10,000 reward for the scalp of any male US citizen, we might reasonably expect more people to commit murder because an incentive has been provided for doing so. Would it still be the individual's choice? Yes. Would it still be murder? Yes. But it's still a bloody stupid idea to come up with rules that encourage people to do the opposite of what you want them to.

If you don't want to encourage certain kinds of behaviour, don't write rules that encourage them. The RAW encourage certain kinds of behaviour. That's what is at issue in this thread.
In the end, it's a round-robin of finger pointing and because the system cannot defend itself, everyone ends up blaming it because doing so satiates the need to blame anyone but themselves (despite that's where it belongs) and keeps you from blaming your DM / players (which other people tend to appreciate).
This simply is not true. There are dozens of game systems out there. It is grossly irresponsible for a player to blame a GM or another player for doing what the system is telling them to do. If people always attributed blame to one another and never to the system, new systems would never be designed and bugs in existing game systems would never be fixed.
 


Sorry about the novel below. I felt compelled to reply in an encompassing manner. I get a little preachy. Maybe a lot preachy, depending on your view. I hope that my goal of expressing what I see as a desperately important point does not float over to the appearance of personal attack. I bear no ill will to anyone, especially Fusangite.

fusangite said:
This is a very poor analogy. A blender is also a tool. So is a horse. So is the California legislature. So what?

If you are going to make analogies, why not try to draw comparisons to things that are actually like the rules rather than comparing the rules to random objects.
I say that it was anything but a poor analogy, and here is why. I chose a random object for just that purpose; it truly applies to anything and everything. The absurdity of the item in relation implies the vastly encompassing nature of the statement.

A person always has a choice to do something or to not do something. To imply people are simply sheep that will, or even worse that they should, go after whatever the biggest carrot you dangle in front of them no matter what it is you are trying to have them do strikes me as incredibly disrespectful of free will and the intelligence of everyone. What's more, you are also grossly trivializing the need for everyone to take responsibility for the decisions they make.

To draw the lines for anyone not following this mental path, you can apply this to literally everything mentioned. You can choose to take the blender and smash it through someone's car window, you could steal someone's horse (which was a severe crime at many times in history), and you can manipulate the California legislature's laws to benefit your business unfairly. Just because it is a choice available and perhaps you appear to benefit directly (or greatly, depending), there are consequences to every action. Taking each situation as a case-by-case basis is what you should do. Trouble begins when you start making blanket statements like “I was just following the rules”. That is just as bad as saying you should do drugs “because all the cool kids are doing it.”.

fusangite said:
The rules reward certain kinds of behavior more than they reward others. For instance, the rules provide an incentive for rogues not to enter melee alone because they cannot deal sneak attack damage unless they can flank an opponent. In my view, rules should not provide incentives that reward people for making certain choices unless the rules want people to make that choice.

For instance, if we replaced the death penalty for murder with a $10,000 reward for the scalp of any male US citizen, we might reasonably expect more people to commit murder because an incentive has been provided for doing so. Would it still be the individual's choice? Yes. Would it still be murder? Yes. But it's still a bloody stupid idea to come up with rules that encourage people to do the opposite of what you want them to.
I'm aghast at this assertion. This is exactly the sentiment the Nazi officers and soldiers presented as a defense after World War II. Just because someone says "I'll give you a million dollars to kill someone", that doesn't make it right, and in that moment of being asked you have a moral obligation to make the correct choice (Specifically stated as Principle III & Principle IV of the Nuremberg Principles, which were written for the Nuremberg Trials of the Nazi Party). In this example, of course, it is to not kill. In the end, it is just as the tribunal found with the Nazis: While the ones who make those laws are indeed guilty, so are the ones who blindly follow rules that they know to be unjust. Personal responsibility for those actions is just as important as not making those types of rules/laws/etc.

Aside from the mentally disabled (which would pose exclusion to physically being able to understand choice), to do otherwise means you are throwing away your responsibility as a person. That sets your inherent personal power aside, which is contemptible. Everyone has the ability to say "no, that is wrong" and do the "right" thing, be it not kill, not min/max, not steal candy from babies, etc.

Please note, I continue the killing/Nazi train of thought not because I think min/maxing is anywhere as important as real life horrors such as the Nazi movement, but because taking personal responsibility for your actions IS as important.

fusangite said:
If you don't want to encourage certain kinds of behavior, don't write rules that encourage them. The RAW encourage certain kinds of behavior. That's what is at issue in this thread. This simply is not true. There are dozens of game systems out there. It is grossly irresponsible for a player to blame a GM or another player for doing what the system is telling them to do. If people always attributed blame to one another and never to the system, new systems would never be designed and bugs in existing game systems would never be fixed.

I'm sorry, but it *is* the player's fault or DM's fault if they follow rules that are not balanced, or present situations that will kill them constantly if they are not stacked for "optimum effect" for two very good reasons. They can think for themselves, and clearly thinking for himself/herself is desperately needed. My whole point is that you are not a slave to the words written in a D&D book! To begin with, the first "rule" in the very ruleset discussed is that the "rules" are all guidelines and can/should be ignored by the DM as he sees fit, or even at whim! Otherwise, we have the DM choosing to not do anything about it. That's his fault. He chose to not change it or get rid of them.

Secondly, personal responsibility would trump the rules EVEN if that first "rule" was never there. In the end, it is your responsibility to make sure what you do is fair and just. No one can or should, in the end, make you do anything you don't want to do.

In reality, the view you expressed is shared by MANY people, especially Americans. Generally, I find that it is held by anyone who has had too much success or prosperity and not had to suffer for it. It is a great thing to be given the benefit of the work, sacrifice and toil of those generations who came before you, but all of that is nothing without the wisdom to apprecaite the cost of those benefits. Especially when you were not the one to pay that cost. You disrespect the mothers and the fathers who worked all day, every day and lived in poverty for years so that you could have something better. I can't understand anyone who would let another person take that honor away from you just because they told you to do something you know isn't the "right" thing to do. To follow along blindly without so much as a wimper is tantamount to telling those millions of people that came before you that their entire lives were worthless.

As a side note: The total lack of understanding of personal responsibility, or willingness to accept it in today's world scares the holy heck out of me. I seriously am afraid to have children, I fear for our future so much. In an age of so much wide-spread intelligence and communication, that anyone would simply fall over to laziness and herd mentality without a fight is mind-boggling. Is this what the world is teaching everyone? That if you follow corrupt rules and don't incite change, you'll make out in the end and it won't be your fault? How can anyone ever believe that with the centuries of history that say otherwise over and over again?!?

Every raindrop doesn't think it is responsible for the flood.
 

Lanefan said:
Nitpick: in 3.0 as written you *did* get ExP just for showing up - if the party defeats a challenge then all party members get equal ExP even if not all party members were involved in defeating said challenge, all in the name of keeping the PC's at the same level. Stupid, stupid rule that I'm not sure if 3.5 fixed.
Well, I meant literally showing up. E.g., in HERO, you get XP simply for having been present for the scenario, regardless of what you did. The scenario may have been about your character sleeping; you still get at least one XP for making the drive to the GM's house. :)
 

Gonna ignore the diatribe for a sec.

Fusangite said:
If you don't want to encourage certain kinds of behavior, don't write rules that encourage them. The RAW encourage certain kinds of behavior. That's what is at issue in this thread. This simply is not true. There are dozens of game systems out there. It is grossly irresponsible for a player to blame a GM or another player for doing what the system is telling them to do. If people always attributed blame to one another and never to the system, new systems would never be designed and bugs in existing game systems would never be fixed.

I sort of agree with you but this also ignores another feature of gaming. The social contract. Every game, to some degree or another relies on the players of that game not abusing the rules. Some games cease to function if people do not come together on that and some games can still limp along.

Take Vampire for a second. It's an incredibly easy system to break and heavily relies on the players not screwing the system. To break the system, you only need to go overboard on one or two things. Jack up your generation and you are more powerful than 99% of the game. Jack up your wealth and you can simply buy your way through any problem.

Vampire relies very heavily on the players not actively powergaming.

DnD is different in that it assumes that players are going to attempt to use the rules as written. It is very difficult to outright break DnD. Not impossible, and that's where the social contract come in, but, difficult. I agree that a system should never empower players to do X and then expect them not to do it. That's poor game design IMO.

So, in that regard, yes, system can be blamed if the system itself is broken. I wasn't coming from the assumption that the system was inherently broken though since this is not my experience. The d20 system works most of the time and usually fails to work when the players or the DM actively try to break it. It's possible. Any system can be hacked. But, it's not a simple thing to do in DnD.
 

DethStryke said:
A vote for "No" is a vote for accepting personal responsibility for your actions.

Just because a gun can kill someone doesn't mean you should point it at someone and shoot them. A gun is a tool, just as the system is a tool. The person who exploits that tool is to blame.

In the end, it's a round-robin of finger pointing and because the system cannot defend itself, everyone ends up blaming it because doing so satiates the need to blame anyone but themselves (despite that's where it belongs) and keeps you from blaming your DM / players (which other people tend to appreciate). The DM should not allow it, and the players should not try to force it. If you all decide that is the way you want to play, then great. But by agreeing to that, you give up the right to complain about it when or if it gets out of hand.

Riiiight.

If I pull the trigger on my gun and it blows up in my face due to faulty design, it's my fault for expecting the gun to work properly. Whenever I buy a gun (or a blender or any tool or appliance) I'm obligated to dismantle it to make sure it was assembled properly. By the very act of activating a device, I forfeit the right to complain about its function. Why, it's actually quite cowardly to do so--the poor gun can't defend itself against my accusations.

This fallacious analogy is not unlike the one I made about relieving oneself in Keebler's cookie batter.

Dethstryke, you should hire yourself out as a lawyer to companies like Firestone. You have taken a laudible concept like "personal accountability" and warped it to create a world where no one can be held accountable by anyone else.

All sarcasm aside, I hope you do understand that it's not actually the rules themselves that is the actual object of criticism, but rather the human beings who designed them. They can defend themselves, and often do.
 
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Hussar said:
I sort of agree with you but this also ignores another feature of gaming. The social contract.
Indeed. And one should choose rules that support the social contract and avoid rules than undermine it.
Every game, to some degree or another relies on the players of that game not abusing the rules.
I think the degree to which a game relies on this is directly dependent on the quality of the rules that have been written. Well-written, well-balanced rules that clearly outline areas of GM discretion are rarely open to abuse.
Take Vampire for a second. It's an incredibly easy system to break and heavily relies on the players not screwing the system.
In my books, it is a bad system. Any system that creates incentives for behaviour that damages the game is a bad system. Vampire is about railroading and hand waving; it is a cool setting yoked to a terrible system and a dictatorial theory of GMing. Vampire is exactly the kind of game you end up with when structural problems with system are displaced into personal blame.
To break the system, you only need to go overboard on one or two things. Jack up your generation and you are more powerful than 99% of the game. Jack up your wealth and you can simply buy your way through any problem.
Don't you agree that it would be preferable if the rules were re-written in order to reduce or eliminate the problems you are describing? Don't you think more people would have more fun playing the game if the rules supported instead of thwarting their stated objectives?
DnD is different in that it assumes that players are going to attempt to use the rules as written. It is very difficult to outright break DnD. Not impossible, and that's where the social contract come in, but, difficult. I agree that a system should never empower players to do X and then expect them not to do it. That's poor game design IMO.
So I see we are basically in agreement.
So, in that regard, yes, system can be blamed if the system itself is broken. I wasn't coming from the assumption that the system was inherently broken though since this is not my experience. The d20 system works most of the time and usually fails to work when the players or the DM actively try to break it. It's possible. Any system can be hacked. But, it's not a simple thing to do in DnD.
Yep. I had a player who came up with a clever way to break D&D: he built up his charisma-based skills to very high levels and used them to mobilize mobs of villagers everywhere he went. By involving dozens of un-statted NPCs in every confrontation, he tried to make my game collapse.

Soon after, we both agreed it was time he found another game.
 

fusangite said:
The rules reward certain kinds of behaviour more than they reward others. For instance, the rules provide an incentive for rogues not to enter melee alone because they cannot deal sneak attack damage unless they can flank an opponent. In my view, rules should not provide incentives that reward people for making certain choices unless the rules want people to make that choice.

It's true that the rules do reward certain kinds of behavior for certain kinds of characters. But I don't think that's necessarily 4-square on topic of player behavior. The rules do set up certain trade-offs - higher skills + sneak attack = lower hp and BAB, high BAB and good feats = low skill points, etc. But the player still has a very broad set of choices to make about the kind of PC he wants to play. The game, in that sense, does not really reward or punish behavior in the player other than to enforce certain trade-offs in choices.
Once those character choices are made then, yes, there are certain behaviors that are rewarded and punished. But the player has effectively chosen for himself what those behaviors are by designing his character.
 

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