Ourph said:
The question is, does accurate and consistent application of the rules have anything to do with a DM's "level of quality". IMO it does not. A good DM with very little rules knowledge and inconsistent application of the rules can be a great DM. A poor DM who runs a bland, vanilla, boring game or an unfair, frustrating game will not be helped by adopting a more detailed, consistent ruleset. The things that define the quality of those two imaginary DMs have absolutely nothing to do with the rules or their application and everything to do with creativity, personality and adequate social skills.
I would not consider a DM who changed the rules for the same mechanic from session to session a very good DM, even if he did it for dramatic or creative reasons. If every time I went to make an attack roll I had to roll a different dice, the inconsistency would stand in the way of me having fun. Thus, a more consistent and detailed ruleset that provides a baseline of what you roll attack rolls with is making the DM better -- if he has me roll 2d10 as an attack roll instead of 1d20, he knows what he's doing, becaue he knows how the initial rule affects plays and knows what kind of effect he wants out of the rules change.
Creativity, personality, and social skills are some of the cornerstones of DMing, but those aren't binary personality traits you either have or don't. Compare it to writing -- many people have the ability to write a competent novel, but they require education in things like scentence structure and plotting in order to do it. Not everyone is Homer and can take a new thing like the written word and create a classic out of it. Not everyone is the Wonderful DM who can turn a night of "rock-paper-scissors" into high tension drama. It would be very very stupid for the game to recommend that only those who are that kind of Wonderful DM should DM. Thus, it gives you an education in things like rules design and what is cliche and how to handle sticky social situations and little player psychologies (I'm thinking of what's in the DMGII for that, though a lot say it should have been in the core). Now, many people have the ability to DM a decent game of D&D. They don't need to be naturally Wonderful DMs.
Ourph said:
IMO, the argument "more codified = more skilled" doesn't apply to GMs, but it certainly does apply to players. 3e, by codifying player options and making the game much more about challenging the character and his abilities rather than the player makes it MUCH easier to be a good, skilled player of the game. My impression is that a lot of people enjoy that change and believe it was much needed. I, personally, don't care for that model and prefer a game that's more about challenging the players outside the confines of the rules. This probably explains why I think skill at applying the rules doesn't factor into DMing skill in any significant way.
So a style consideration. You prefer a minority style that has fallen out of favor, so what a "skilled DM" is to you isn't going to be what most people consider skilled. So, how would you want a "skilled DM" to appear? And why is that kind of skill contingent on earlier editions?
P&P said:
I think the perception that the DM has to "give" the party all the things you mention is a basic flaw. Notice the perception comes with a whole baggage of unspoken assumptions, like: If I don't have tactical options in combat, it's the DM's fault. And: If I don't get enough wealth, it's the DM's fault. And: If we get slaughtered, it's because the DM didn't create a balanced encounter.
The DM IS The guy who puts the treasure and the monsters there. The responsibility is certainly his to know the player's styles well enough to cater to them, or he is, fairly by definition, a bad DM. If the players liked political intrigue and the DM decided his game would revolve around a month long dungeon crawl, he would be a bad DM. Likewise, if the DM knows that the players are going to rush in half-cocked and try to slay the evil (because that's what's fun for them) and decides to lay the smack down, it's a poor DM because he's not helping the players to have fun. They would be better served by a DM who is willing to give them big, dramatic, not-too-difficult combats. Four other people at the table shouldn't be forced to change the way they have fun because the DM isn't willng to give them what they want.
Of course, they should be open-minded and flexible as well, tolerating the occasional dungeon crawl in a political campaign (especially if one or two of the players enjoy it), but it would be a very poor DM who forces their own style choices onto unwilling players.
P&P said:
I'm not surprised that a person who has these assumptions then goes on to say that most DM's aren't really very good. I mean, what's the party actually doing in all this? What are they responsible for?
In the game I run, the assumptions are: You should have scouted effectively, found the monsters, chosen your battleground, made a plan, and then attacked. If you didn't do that, then any lack of tactical options you have in this fight is your own problem. And: If you don't have enough wealth, you're looking in the wrong places or attacking the wrong targets. And: If you get slaughtered, it's because you attacked without enough information, and then you forgot that retreat and surrender are both options. Darwin would be proud.
The party is responsible for telling the DM what kind of game they want through their character choices. You look at the wilderness scout and the druid and the ranger and you run an urban campaign in Sigil, you're not being a very good DM. You see one character as as the brutish, direct barbarian and demand constant stealth missions, you're not being a very good DM. You know your players want wealth and you don't show them ways in which they can acquire it, you are not being a very good DM.
DMs of older editions for me had significant of difficulty wrapping their minds around that very basic social contract. And they knew it. After a TPK at the adventure's climax, there would be apologies for having a villain "they thought we could beat." After another few rounds of "I run up and attack him," they were getting bored, too. When we griped about not having enough gold for the inn rooms, they wondered where else these wolves we were fighting could drop treasure and came up empty.
And after learning 3e, they now knew what we could handle and what we couldn't. They now could describe the effects of taking cover and concealment and line of sight and line of effect and obstructed terrain (and used them often). They knew now that after 3 hours of fighting wolves in the forest, we could meet some brigands and loot them and their cart (varying challenges to boot). They dropped hints in town with Gather Information about what we were looking for. The lore about monsters came out with a Knowledge check.
They became better at giving us what we thought was fun; they became better DMs.
If your DM didn't use them, that's not a problem with the system.
If he did use them and you just didn't find the right treasure, or choose the right fight, then that's still not a problem with the system.
No, but it IS the fault of the system that these were relatively poor rules, and thus met the need much less well than the new system, sometimes to the point of not meeting the need at all.
How were my old DMs to know what an appropriate XP award was for our level and choose monsters we could clearly face? How were they supposed to use rules that were convoluted, counter-intuitive, and more trouble than they were worth and still have fun with them? Who would teach them what was appropriate for our level with treasure, what was too little, and what was monty haul? Where would their *education* on being a DM lie? Because the rulebooks did not do a good enough job in many cases (where the DM isn't just naturally good at being a DM).
P&P said:
Later in the 1e period, and certainly by the time 2e came out, there was assumption that the purpose of the game is to generate Story, and the way to do that is for the DM to devise a Plot. I blame Tracy Hickman, personally; he started it with Pharaoh and made it worse with Dragonlance.
Could it be that this is what most of the audience actually WANTS out of the game? Wouldn't it be reasonable to assume people want more LotR and less Chainmail, given how many people know about Frodo and how many people have played Chainmail? Isn't this just the game meeting the needs of the audience? "Market forces" at work.
P&P said:
All these are perfectly possible in 3e, of course. But it's my perception that most 3e players don't scout ahead, don't take prisoners, don't run from battle or surrender, don't negotiate with hostile NPCs, and when attempting to kill a powerful monster, always go directly for the frontal assault.
In my previous-edition experiences, none of this happened. In my current-edition experiences, this happens when the players want to do it. If the players are interested in having scouts, the DM makes scouting worthwhile. If the players want to negotiate, the DM makes negotiating something that will work. If the players want to feel like the world exists beyond them rather than for them, the DM will put in things that they cannot effect. If the players like the frontal assault, then the DM will make the frontal assault much of the game.
The point is, people should do what they have fun doing, and 3e has made DMs (IMXP) significantly better at delivering what the group wants out of the game. "Do what thou wilt" isn't just Crowley and Punk, it's 3e, too. The game that makes that the easiest is the *successful* game.