Interesting
Milo,
Thanks for sharing this. I'm assuming this is an opinion piece, as you are speaking about a subject raised in your own gaming experience.
I'm no professional editor, but I did enjoy your article, and provide the following critique with my regards:
I understand that there is a strong tendency in western society to emphasize the ideas of "winning" and "losing". These are very dangerous notions when you're planning on running any sort of game.
I find this to be patently untrue. Outside or RPGs ("any sort of game"), winning and losing are the entire point of many games. Speaking only of RPGs (as you probably are) this is a matter of preference. Different groups of Players and GMs prefer different levels of competition.
An example of competition being preferred in RPGs is when one Player competes against another. This is a common occurence in RPGs other than D&D, such as Dying Earth, and happens in D&D as well (at least my own games).
In D&D, as long as the competition is approached in a mature fashion, it can be fun for everyone involved.
I believe competition between Players and GM is an occurence that directly impacts (and must refer to) the rules of the game. When looking at it in this way, your statement is correct (or, at least, I agree).
Possibly in some pathetic attempt to prove that they're better than the players. These sad individuals suffer under the delusion that they're "winning" if the players can't figure things out or if their characters drop like flies.
Um, if you're trying to objective here, you failed. Are you sure this isn't a "rant"? Did someone upset you like this recently? Today?
Who wants to go to a game of any kind where they already know that they're going to lose... somehow.
In the context of your previously stated opinions, this is an excellent way to phrase this. Nice.
If you're that hung up on the concepts of "winning" and "losing", consider this simple solution to the dilemma:
Do the people you have described see this situation as a dilemma? From your previous description ("...pathetic...sad individuals..."), they probably do not.
Should your comments, then, instead be aimed at the players who must suffer such a boorish GM? Would that do more good?
If it doesn't make you happy to see your players having fun, then maybe you'd be happier as a player yourself.
This is much clearer, as it offers a solution to the implied problem, and a likely audience for said solution.
I hope you don't mind the critical aspects of my critique. I enjoyed reading your thoughts on this subject. You described this as the first section, will this be a series, then?