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Evolution of the Fighter
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<blockquote data-quote="RFisher" data-source="post: 4548638" data-attributes="member: 3608"><p>My experience has been that just about anyone can do a good enough job for an RPG. With just a little maturity and a willingness to enlist the aid of the players in making his rulings, and you’ve got not just a fair DM but a good one.</p><p></p><p>Though I realize that is contrary to popular opinion. I think a few bad apples have spoiled people for the bunch.</p><p></p><p>My experience says that rules never really make a better DM; only maturity and experience.</p><p></p><p></p><p></p><p>There are plenty of conventional games with great mechanical frameworks. What sets RPGs apart (for me) is that the group can come up with judgements—covering a wider scope—better and faster than any set of rules can. When we’re just following rules, it sucks the life out of the game for me. So, for me, the DM really <em>should</em> “invoke rule zero” regularly.</p><p></p><p>And actually, this is a hard thing for me as DM. I tend to be a very indecisive person, so I’m really more comfortable invoking a rule than making a judgement. I have to really push myself in this, because then I’m happier with the results.</p><p></p><p>I guess the other disconnect between what you want from the game and what I want is... It’s more about the adventuring for me than my PC’s abilities. B/X D&D has all the mechanical framework for a fighter that I need. A 3e fighter is overkill to me. (I suspect a 4e fighter will still be overkill but less than a 3e fighter.) In fact, the 3e fighter kind of annoys me because it codifies all these non-fighter things and then puts all kinds of obstacles between them and my fighter. (Which I can mitigate in various ways, but usually ways that involve additional complications.)</p><p></p><p>Hmm...it’s late...I’m probably rambling now... ^_^</p></blockquote><p></p>
[QUOTE="RFisher, post: 4548638, member: 3608"] My experience has been that just about anyone can do a good enough job for an RPG. With just a little maturity and a willingness to enlist the aid of the players in making his rulings, and you’ve got not just a fair DM but a good one. Though I realize that is contrary to popular opinion. I think a few bad apples have spoiled people for the bunch. My experience says that rules never really make a better DM; only maturity and experience. There are plenty of conventional games with great mechanical frameworks. What sets RPGs apart (for me) is that the group can come up with judgements—covering a wider scope—better and faster than any set of rules can. When we’re just following rules, it sucks the life out of the game for me. So, for me, the DM really [i]should[/i] “invoke rule zero” regularly. And actually, this is a hard thing for me as DM. I tend to be a very indecisive person, so I’m really more comfortable invoking a rule than making a judgement. I have to really push myself in this, because then I’m happier with the results. I guess the other disconnect between what you want from the game and what I want is... It’s more about the adventuring for me than my PC’s abilities. B/X D&D has all the mechanical framework for a fighter that I need. A 3e fighter is overkill to me. (I suspect a 4e fighter will still be overkill but less than a 3e fighter.) In fact, the 3e fighter kind of annoys me because it codifies all these non-fighter things and then puts all kinds of obstacles between them and my fighter. (Which I can mitigate in various ways, but usually ways that involve additional complications.) Hmm...it’s late...I’m probably rambling now... ^_^ [/QUOTE]
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