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Blog Post by Robert J. Schwalb
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<blockquote data-quote="Libramarian" data-source="post: 6328197" data-attributes="member: 6688858"><p>Surely in the basic sense that the game can be played without one of the players but not without the GM? I also would say that the quality of the GM influences the quality of the game more than any particular player.</p><p></p><p>On a different note, could you say more about how the 4e rules help you put pressure on the players?</p><p></p><p>When I say that the 1e rules help me put pressure on the players, I mean I like how much pressure they put on players independently of me. I was joking with one of my players the other day that my standard DMing expression is not the stereotypical old school DM maniacally laughing, but shrugging like "sorry but that's what the rules say". Yes, you do lose a level just because this monster touched you. Yes, spider venom really is save or die. Yes, casting Identify will knock you out for 24 hours. Yes, Fireball melts treasure. Yes, Raise Dead doesn't work on elves, etc.</p><p>I agree. I think it's important for 'old school' DMing to be 51% in favor of the players. It's not quite enough just to be a neutral referee. When a player comes up with some sort of plan that seems dubious based on my understanding of the fiction I try to assume that it makes sense based on theirs and view it in the most favorable light. I try to reward gumption in itself.</p><p></p><p>A good example of how early editions were more conducive to creative play, that isn't because of a simple gap in the rules, is the Command spell. Traditionally, Command lets the player choose any single-word command they want, with the DM working out the implications. The 4e Command spell lets the player choose whether their target falls prone or slides a few squares.</p><p></p><p></p><p>In some ways I think I expect less from the players than most DMs, and in some ways more. </p><p></p><p>I expect them to basically give me the gladiator salute: nos morituri te salutamus (we who are about to die salute you!)</p><p></p><p>If they do that (be risk-seeking, roll with the punches, don't pout or blame me when something bad happens, don't turtle or ask for meta-game help, wear their emotions on their sleeves), then I don't mind if they treat their characters as avatars, blow off adventure hooks if they don't like the sound of them, make use of metagame knowledge, and generally act like murderhobos. Any role-playing of character history, ideals or flaws is an unexpected bonus.</p><p></p><p>I definitely agree that the GM shouldn't necessarily be the one to police conflicts amongst the players. Unless they're literally running D&D for children they're babysitting, I suppose.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6328197, member: 6688858"] Surely in the basic sense that the game can be played without one of the players but not without the GM? I also would say that the quality of the GM influences the quality of the game more than any particular player. On a different note, could you say more about how the 4e rules help you put pressure on the players? When I say that the 1e rules help me put pressure on the players, I mean I like how much pressure they put on players independently of me. I was joking with one of my players the other day that my standard DMing expression is not the stereotypical old school DM maniacally laughing, but shrugging like "sorry but that's what the rules say". Yes, you do lose a level just because this monster touched you. Yes, spider venom really is save or die. Yes, casting Identify will knock you out for 24 hours. Yes, Fireball melts treasure. Yes, Raise Dead doesn't work on elves, etc. I agree. I think it's important for 'old school' DMing to be 51% in favor of the players. It's not quite enough just to be a neutral referee. When a player comes up with some sort of plan that seems dubious based on my understanding of the fiction I try to assume that it makes sense based on theirs and view it in the most favorable light. I try to reward gumption in itself. A good example of how early editions were more conducive to creative play, that isn't because of a simple gap in the rules, is the Command spell. Traditionally, Command lets the player choose any single-word command they want, with the DM working out the implications. The 4e Command spell lets the player choose whether their target falls prone or slides a few squares. In some ways I think I expect less from the players than most DMs, and in some ways more. I expect them to basically give me the gladiator salute: nos morituri te salutamus (we who are about to die salute you!) If they do that (be risk-seeking, roll with the punches, don't pout or blame me when something bad happens, don't turtle or ask for meta-game help, wear their emotions on their sleeves), then I don't mind if they treat their characters as avatars, blow off adventure hooks if they don't like the sound of them, make use of metagame knowledge, and generally act like murderhobos. Any role-playing of character history, ideals or flaws is an unexpected bonus. I definitely agree that the GM shouldn't necessarily be the one to police conflicts amongst the players. Unless they're literally running D&D for children they're babysitting, I suppose. [/QUOTE]
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