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DMs: Fight to Win or Fight for Fun?
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<blockquote data-quote="3catcircus" data-source="post: 2526418" data-attributes="member: 16077"><p>Since most of my basic points were already answered for me, I'll address your rebuttals...</p><p></p><p></p><p></p><p>Guess what - without NPCs, your PCs wouldn't have any story to star in...</p><p></p><p></p><p></p><p>Not so - almost always, the NPCs are in their position due to the actions or reactions of the PCs.</p><p></p><p></p><p></p><p>So - if the campaign revolves around, for example, the PCs acting as agents of an (NPC) king, and the king gets assassinated because of PC actions (or lack therof), then it is the GMs fault? So that GM is too invested in that NPC? Players are only invested in one (in the old days, two or three) PCs at any one time. GMs *have* to be invested in every one of their NPCs for the campaign to run smoothly.</p><p></p><p></p><p></p><p>Why should the GM accomodate any *one* player, especially if doing so violates the basic axioms of his campaign world or conflicts with the rest of the players? </p><p></p><p></p><p></p><p>The problem that I see is that, especially with the current crop of RPGs, the players *expect* that there will be very little consequence to their PCs when they make poor decisions. As in real life, there needs to be consequences for actions.</p><p></p><p></p><p></p><p>To give you an example of how unfairly some players in my group want the deck stacked in their favor, one of the players came up with a critical hit table that required NPCs to get a "better" dice roll than the PCs in order to effect the same results (i.e. in order to hamstring an opponent, the players could roll a 75 while the DM would have to roll a 95) and that had no insta-kill results. The DM reluctantly agreed to use it because he desired to not have any arguments. When I got a copy of SSS's Advanced Players Guide, and presented it to him, he loved it but the player who came up with his own charts whined and complained about the possibility that the DM would think of using it because it wasn't "fair."</p></blockquote><p></p>
[QUOTE="3catcircus, post: 2526418, member: 16077"] Since most of my basic points were already answered for me, I'll address your rebuttals... Guess what - without NPCs, your PCs wouldn't have any story to star in... Not so - almost always, the NPCs are in their position due to the actions or reactions of the PCs. So - if the campaign revolves around, for example, the PCs acting as agents of an (NPC) king, and the king gets assassinated because of PC actions (or lack therof), then it is the GMs fault? So that GM is too invested in that NPC? Players are only invested in one (in the old days, two or three) PCs at any one time. GMs *have* to be invested in every one of their NPCs for the campaign to run smoothly. Why should the GM accomodate any *one* player, especially if doing so violates the basic axioms of his campaign world or conflicts with the rest of the players? The problem that I see is that, especially with the current crop of RPGs, the players *expect* that there will be very little consequence to their PCs when they make poor decisions. As in real life, there needs to be consequences for actions. To give you an example of how unfairly some players in my group want the deck stacked in their favor, one of the players came up with a critical hit table that required NPCs to get a "better" dice roll than the PCs in order to effect the same results (i.e. in order to hamstring an opponent, the players could roll a 75 while the DM would have to roll a 95) and that had no insta-kill results. The DM reluctantly agreed to use it because he desired to not have any arguments. When I got a copy of SSS's Advanced Players Guide, and presented it to him, he loved it but the player who came up with his own charts whined and complained about the possibility that the DM would think of using it because it wasn't "fair." [/QUOTE]
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