FireLance said:
However, a good rule set with plenty of guidelines and advice (approriate wealth, appropriate CR, etc.) can turn a poor DM into an average one. "Taking the DM out of the equation" means that almost anyone can do a decent job of running a game, when previously, only an elite few were considered good enough to do so.
I'm sorry, I'm afraid I simply disagree.
I agree that mechanisms like appropriate wealth, appropriate CR etc. help a DM to create an encounter which is balanced against the party -- but I think that in itself is one of the two reasons why some DMs are poor: they worry about balanced encounters, and I think that's a mistake. (Yes, seriously. I'll explain in a moment.)
I think the other reason why some DMs are poor is that they try to write plots. They create scripted series of events which the party is supposed to progress through one by one, usually in a fairly linear fashion, and when the party attempts to deviate from this scripted series of events, they try to get the plot "back on track", often by ad-libbing interventions from big monsters or powerful NPCs.
I think this is unfair to the players, because it takes away the meaningful choices which they should rightfully have.
Personally, I prefer to design an adventure environment which I think is interesting and challenging, and then just turn the players loose. I'll tend to designate some areas as "low level", some "medium" and some "high", but that's about it.
In this style, the players have no reason at all to assume that any given encounter is balanced against them. It's up to them to figure out what they're up against, so they have to scout effectively, pick and choose the fights they want to get involved in, and either hide from or talk their way out of the others; the players find their own preferred level of difficulty, rather than having the DM impose it on them.
There's a mirror for this approach in the old 1e-style 15-level megadungeons. The players could choose to hang around on the first dungeon level, where there are a hundred rooms full of kobolds and giant rats and easy puzzles, and where they can adopt the Rambo(TM) approach to adventure gaming if that's what suits their style. But if they go down a few sets of stairs and hang around on level 7, that's up to them, and they can't complain when they meet the vampire. And if they're
good, maybe they'll manage to lure that vampire into a carefully-prepared trap involving six dozen wooden stakes and take him out! Or maybe they'll get wiped.
And, of course, the first party doesn't get anywhere near its "appropriate wealth level" because it's picking up the occasional pouch of copper pieces and the odd arrow +1 that's all the treasure the kobolds have, while the second party gets the super-cash megaprize bonanza with choice of vorpal swords.
I'm not advocating megadungeons necessarily, just the underlying idea. The DM creates an interesting place to explore, and the players find their preferred level of difficulty within it -- and because there's no "plot", the players choose what happens to their characters. The DM just hands out the rewards, or enforces the consequences.
There
is story in this, but it's the result of the game, not a process within it. The players and the DM are collaborating to produce an interactive, character-driven story and none of them can tell what the resolution will be.
So anyway, what I'm saying is that tools like appropriate wealth and appropriate CR are a prop to turn a weak DM into a vanilla DM. I think a good DM ignores appropriate wealth, CR, plots, storylines, BBEG's and all that rubbish because he hands so much control of the game back to the players that he doesn't need it.