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Explan DMG First Ed. to me!
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<blockquote data-quote="The Shaman" data-source="post: 2065985" data-attributes="member: 26473"><p>Generous use of a highlighter helped me not to get lost reading when I was supposed to be looking for some specific piece of information - page tabs helped also.</p><p></p><p>Then again, those little highlighted passages could also be a distraction when I just wanted to sit back and enjoy the book's purple prose for awhile - one of the things I will always enjoy about the early books is that they read like pulp stories.</p><p></p><p>These posts made me sort of sad...</p><p></p><p>In all the years that I've gamed, I can only remember one GM with whom I refused to play. He was just bad - so very, very bad. We played for about an hour, I made an excuse to leave, and that was that.</p><p></p><p>IMHO, that is how you handle a bad GM - don't play with him or her.</p><p></p><p>Bad GMs exist regardless of the rules system - if a 3.<em>x</em> GM wants to hose the player characters, then it will happen: encounters that are too strong, invoking rule 0, whatever. This is not a problem that the rules can fix - standing up, thanking the host, and going home is the best way of letting a GM know that acting like a halfwit won't be tolerated.</p><p></p><p>A player like that gets a friendly warning, then a rebuke, then shown the door. It's one thing to discuss a ruling - I'm absolutely open to that. It's another thing to snipe and carp incessantly. If or when that player is behind the screen, then the call is his or hers to make - until then, I wear the daddy pants at the table. If I screw up or if I'm inconsistent on a ruling, let me know, I'll adjust as necessary - on the other hand, there are often facts not in evidence, stuff the players do not know, and if I reject a request to adjust a ruling, that could well be why.</p><p></p><p>I still believe, especially after reading this thread and the "first edition feel" thread, that one of the legacies of 1e gaming is the ability to GM on the fly with comfort and confidence. Regardless of version, there is an element of trust that must exist between gamers in order for the game to work. If your GM or players aren't trustworthy, then what are you doing spending your precious leisure time with them? Life's too short for that nonsense.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2065985, member: 26473"] Generous use of a highlighter helped me not to get lost reading when I was supposed to be looking for some specific piece of information - page tabs helped also. Then again, those little highlighted passages could also be a distraction when I just wanted to sit back and enjoy the book's purple prose for awhile - one of the things I will always enjoy about the early books is that they read like pulp stories. These posts made me sort of sad... In all the years that I've gamed, I can only remember one GM with whom I refused to play. He was just bad - so very, very bad. We played for about an hour, I made an excuse to leave, and that was that. IMHO, that is how you handle a bad GM - don't play with him or her. Bad GMs exist regardless of the rules system - if a 3.[i]x[/i] GM wants to hose the player characters, then it will happen: encounters that are too strong, invoking rule 0, whatever. This is not a problem that the rules can fix - standing up, thanking the host, and going home is the best way of letting a GM know that acting like a halfwit won't be tolerated. A player like that gets a friendly warning, then a rebuke, then shown the door. It's one thing to discuss a ruling - I'm absolutely open to that. It's another thing to snipe and carp incessantly. If or when that player is behind the screen, then the call is his or hers to make - until then, I wear the daddy pants at the table. If I screw up or if I'm inconsistent on a ruling, let me know, I'll adjust as necessary - on the other hand, there are often facts not in evidence, stuff the players do not know, and if I reject a request to adjust a ruling, that could well be why. I still believe, especially after reading this thread and the "first edition feel" thread, that one of the legacies of 1e gaming is the ability to GM on the fly with comfort and confidence. Regardless of version, there is an element of trust that must exist between gamers in order for the game to work. If your GM or players aren't trustworthy, then what are you doing spending your precious leisure time with them? Life's too short for that nonsense. [/QUOTE]
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