Saeviomagy
Adventurer
Precisely how does 3rd ed D&D have more in-game bookkeeping (I'm ignoreing out-of game stuff, like encumbrance or shopping) than the other games referenced?
I'm GMing d20 (it's actually modern, but it's much like D&D, minus encumbrance, cash and a thorough knowledge of the rules by me).
It's not difficult. I read the rulebook through, and think I have the rules down pat. My players have a couple of copies of the SRD handy. If they state an action in-character, I recall the rule to the best of my ability, and we do it. If they have a dispute, then I move on, and they look up the rules. Typically they find the answer before the result matters (ie - someone else attacks the same creature, or the creature gets it's go). I bow to the rules as written.
I'm running 9 players, none of whom have played d20m before, all of whom have a copy of the rules at their disposal.
Combats go quickly. The existence of a 'battlemat' makes combat faster, not slower, because there are no longer any disputes about who can move where, or who can see who from where, or how a player thought his character was out of reach of a creature when I thought he was standing 5 feet away.
Non combats go quite well too. Players say "I go research such-and-such", and the rules let me assign a DC to the roll, and then tell them their character spends 3 hours looking for the answer. And then everyone else has 3 hours of the day to do their own thing. It paces the game nicely.
As to the rules stifling role-play? How's that work? Diplomacy changes how friendly the person you talk to is to you, not what they say. Bluff just makes them believe your story, it doesn't make them just give you the answers. Sense motive just tells you they're up to something, not what it is.
I've played a one-off starwars game. In it, the group got royally screwed. Why? Because in the middle of a conversation, he hesitated momentarily. That hesitation was supposed to be a clue that the NPC involved wasn't telling the whole truth. Our entire group (and every other group who played through the scenario) assumed that it was merely the DM forgetting his lines. In an effort to stay in character, noone followed up on it.
As another example, at least one DM I've played with had a problem with portraying characters who were concealing the truth. It was sufficiently bad that everyone knew when an NPC was lying, even the thick, unobservant half-orc.
That's why the rules for those actions are important. Noone, even (or especially?) those who pride themselves on their acting skills can pull it off perfectly.
I'm GMing d20 (it's actually modern, but it's much like D&D, minus encumbrance, cash and a thorough knowledge of the rules by me).
It's not difficult. I read the rulebook through, and think I have the rules down pat. My players have a couple of copies of the SRD handy. If they state an action in-character, I recall the rule to the best of my ability, and we do it. If they have a dispute, then I move on, and they look up the rules. Typically they find the answer before the result matters (ie - someone else attacks the same creature, or the creature gets it's go). I bow to the rules as written.
I'm running 9 players, none of whom have played d20m before, all of whom have a copy of the rules at their disposal.
Combats go quickly. The existence of a 'battlemat' makes combat faster, not slower, because there are no longer any disputes about who can move where, or who can see who from where, or how a player thought his character was out of reach of a creature when I thought he was standing 5 feet away.
Non combats go quite well too. Players say "I go research such-and-such", and the rules let me assign a DC to the roll, and then tell them their character spends 3 hours looking for the answer. And then everyone else has 3 hours of the day to do their own thing. It paces the game nicely.
As to the rules stifling role-play? How's that work? Diplomacy changes how friendly the person you talk to is to you, not what they say. Bluff just makes them believe your story, it doesn't make them just give you the answers. Sense motive just tells you they're up to something, not what it is.
I've played a one-off starwars game. In it, the group got royally screwed. Why? Because in the middle of a conversation, he hesitated momentarily. That hesitation was supposed to be a clue that the NPC involved wasn't telling the whole truth. Our entire group (and every other group who played through the scenario) assumed that it was merely the DM forgetting his lines. In an effort to stay in character, noone followed up on it.
As another example, at least one DM I've played with had a problem with portraying characters who were concealing the truth. It was sufficiently bad that everyone knew when an NPC was lying, even the thick, unobservant half-orc.
That's why the rules for those actions are important. Noone, even (or especially?) those who pride themselves on their acting skills can pull it off perfectly.