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*Pathfinder & Starfinder
Confirmed: Magic items and summoned monster stats in PHB
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<blockquote data-quote="kennew142" data-source="post: 4061271" data-attributes="member: 18490"><p>"Seriously, no player in one of my games would even consider trying to game the system in such a way."</p><p></p><p>is not equal to</p><p></p><p>"I've never had to deal with these sorts of situations."</p><p></p><p>You have an interesting way of jumping to conclusions. My statement means what it says. No one, once they've experienced the way my game works, would ever consider trying to game the system in such a way. If you are a an intelligent and perceptive player, you can easily pick up on a GM's style in only a few sessions of play.</p><p></p><p>It is true that my current group of players has been together for about five years, and that four of them have been with me even longer. Nonetheless, I have done my fair share of gaming with high turn around tables. </p><p></p><p>My players appreciate the storylines of the campaign, and the ways in which each character's individual storyline is interwoven in the grand tapestry of the campaign. If I had a character who was interested in forging trade relations and making money, I would be sure to incorporate that element into the game. But they also know that I have very little tolerance for any scheme that entails finding a loophole in the mechanics of the game and exploiting it for an in-character benefit (such as a get rich quick scheme).</p><p></p><p>I may add that this particular situation would never arise in one of my homebrew worlds. I always acknowledge the existence of magic. The last desert city I ran already had great fountains, the equivalent of multiple decanters of endless water, shooting into the sky. They were a gift from a great mage-lord in ages past.</p><p></p><p>It is the idea that players must always be free to do whatever they want, while GMs may only react to their desires that I find so disturbing. Gaming is a social activity. In my mind, the players and the GM have an unspoken contract that they will participate together in the crafting of a story. Each has input, although the GM must adjudicate the outcome of all interactions between the characters, the world, the NPCs and the story.</p><p></p><p>I have played in games (I guess the term for them is <em>sandbox</em>), in which there was no story. The GM basically said, just do whatever you want. IMO these games are pointless. I didn't have fun and I left them. I don't think the people playing them are bad, or poor gamers. It's just not what I enjoy.</p><p></p><p>This is where the issue of compatibility comes in. I don't like to play in games that are incompatible with my style. I also do not enjoy GMing for players who are looking for something that I'm not offering. I have some friends (gamer friends) with whom I do not game. It's a better thing all around in my mind.</p></blockquote><p></p>
[QUOTE="kennew142, post: 4061271, member: 18490"] "Seriously, no player in one of my games would even consider trying to game the system in such a way." is not equal to "I've never had to deal with these sorts of situations." You have an interesting way of jumping to conclusions. My statement means what it says. No one, once they've experienced the way my game works, would ever consider trying to game the system in such a way. If you are a an intelligent and perceptive player, you can easily pick up on a GM's style in only a few sessions of play. It is true that my current group of players has been together for about five years, and that four of them have been with me even longer. Nonetheless, I have done my fair share of gaming with high turn around tables. My players appreciate the storylines of the campaign, and the ways in which each character's individual storyline is interwoven in the grand tapestry of the campaign. If I had a character who was interested in forging trade relations and making money, I would be sure to incorporate that element into the game. But they also know that I have very little tolerance for any scheme that entails finding a loophole in the mechanics of the game and exploiting it for an in-character benefit (such as a get rich quick scheme). I may add that this particular situation would never arise in one of my homebrew worlds. I always acknowledge the existence of magic. The last desert city I ran already had great fountains, the equivalent of multiple decanters of endless water, shooting into the sky. They were a gift from a great mage-lord in ages past. It is the idea that players must always be free to do whatever they want, while GMs may only react to their desires that I find so disturbing. Gaming is a social activity. In my mind, the players and the GM have an unspoken contract that they will participate together in the crafting of a story. Each has input, although the GM must adjudicate the outcome of all interactions between the characters, the world, the NPCs and the story. I have played in games (I guess the term for them is [I]sandbox[/I]), in which there was no story. The GM basically said, just do whatever you want. IMO these games are pointless. I didn't have fun and I left them. I don't think the people playing them are bad, or poor gamers. It's just not what I enjoy. This is where the issue of compatibility comes in. I don't like to play in games that are incompatible with my style. I also do not enjoy GMing for players who are looking for something that I'm not offering. I have some friends (gamer friends) with whom I do not game. It's a better thing all around in my mind. [/QUOTE]
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Confirmed: Magic items and summoned monster stats in PHB
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