Professor Phobos
First Post
skeptic said:Because more than often alone = to ignore what players feel about it.
Not at all. I feel sorry if that is your experience, but it is by no means a guarantee.
skeptic said:Because more than often alone = to ignore what players feel about it.
Professor Phobos said:Not at all. I feel sorry if that is your experience, but it is by no means a guarantee.
Keep in mind that Forge-GNS are each player agendas that you observe over time. Saying an RPG is GNS-Gamist is a bit of a bastardization of the terminology, since the terminology applies to people and not the RPGs themselves. But, obviously, we talk about what agendas different RPGs support best, and the Forge school of design does generally aim to have G, N, or S in mind and then design to support that. Hence the "razor-focus" of a lot of indie games.Professor Phobos said:Look, dude, I like the Forge as much as the next guy, but you have to remember the Narrative/Simulation/Gamist tracks are meant to be continuums, not mutually exclusive paradigms. Most games will have a mixture of them except the absolutely razor-focused indie games. D&D is not exclusively "Gamist" and even if it was, Gamism does not demand rigid restrictions on GM discretion.
The 3.5 DMG is actually pretty explicit about sticking to the rules-as-written. Despite the passage on p.18 that talks about fudging, p.14 advises the DM to be very cautious about changing any rules, and definitely to avoid doing so mid-game.Professor Phobos said:In fact, I somehow doubt the 3e DMG's don't have words like "Suggestion" and "Guideline" and "Optional" there.
The DMG doesn't actually dictate this. The random town generators, e.g., are labeled as optional. I also don't think these parts of D&D are the primary focus of the discussion here.Professor Phobos said:How is a GM supposed to build his world if he's rigidly bound to, say, the Demographics rules in the DMG? How could I make a wasteland of scattered settlements and ruined cities if I'm obligated to have a certain number of priests or a certain number of magic item stores per square mile?
Well, in Forge thinking, that early world-building advice in the 1e DMG is full-on GNS-Sim, not G. If anything, it's the prototype for GNS-Sim design in RPGs.Professor Phobos said:EDIT: And it's definitely not gamism, since Gamism in many ways harkens back to the beginning of the hobby, and I distinctly remember world building being encouraged, the DM's word being final, everything being subject to his alteration and discretion...
Rel said:My sentiments precisely. However I think what I'm hearing from skeptic (and I hope he'll correct me if I'm wrong) is that while Rule 0 may help protect the GM and the group from a bad Rules Lawyer that it may also promote an Abusive GM. All the more reason that everybody in the group be open and communicative about their preference in playstyle in my opinion.
My cult grows!skeptic said:I agree with buzz![]()
Lurker37 said:<snip>
Nowadays, we'd probably rule that the fumble meant that we saved the hostage, but the roller of the fumble would have suffered a serious injury (as in surgery and hospital time required) in the process. The fumble would still have weight, but in a way not spelled out by the rules. Some people will arguing that this is cheating. My question to this is: "Who, exactly, is having their enjoyment of the game diminished by this?"
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Jinete said:If I get the feeling that the DM is fumbling his die rolls and/or finding ways to turn my fumbles into successes it diminishes my enjoyment of the game. It always leaves a kind of bitter "undeserved victory" aftertaste. Of course it's not as bad as having your character die, or a whole campaign end, but it still sucks.