FORKED - Game Fundamentals - Player Trust, Your GM, and Cake

innerdude

Legend
First of all, there's really no cake here at all (the cake is a lie, haha!). Although, if you do want to talk about German chocolate cake, for instance, or the late 1990s band Cake, creators of such notable radio hits as "Going the Distance" and "Short Skirt, Long Jacket," then by all means, please do so.

On the other hand, I wanted to talk about something that was brought up in the other "Gaming Fundamentals" thread about gamer rewards, which was the idea of player trust--trust in the GM and trust in the rules.

Garthanos brought up originally, I think, an example of a time when a player "cheated" on some dice rolls, because he didn't want to give up "control" of the outcome of his character. And it got me thinking.

Every single one of us plays RPGs because we get something out of it. We get a sense of "achievement," camaraderie, exploration, psychological drama, and the like. Each of us has our own personal "niche" of what we find most enjoyable in our various gaming experiences.

In the other thread, much has been made about the fact that "ego gaming," or "twitch gaming," though frequently a valid mode of "play," can have detrimental effects on a gaming session, both on other players and on the GM. If the need for constant, repetitive "reward achievement" is taken too far, it can force other players to engage in encounter types and designs they may not always want, and it can force the GM to create encounters that cater to the "button mashing phat lewt" cycle of the gamer in question.

But I wonder if "ego gaming," or any other type of "problem gaming," is also in some regard based on a lack of trust? Meaning, the player in question doesn't believe that without their most direct, repeated intervention, that the game/session in question isn't going to deliver the type of enjoyment they really want. And as we all know, there's nothing more frustrating than investing something--in the case of RPGs, time, energy, commitment, and money--and really not getting the enjoyment we expect from it.

I don't want to start an edition war, but I think one possible factor of the "Edition Wars" is the feeling by players on both sides that we don't trust the system in question--regardless of GM or player skill--to maximize our investment.

The more I think about it, the more it seems to me that we as individual players do invest a trust, or faith, if you will, that the experience we are looking for is the experience we're going to get. In today's world, we simply don't have the time to spend 3-5 hours a week doing something that really isn't providing us the gratification/reward/enjoyment we want.

In the past, when many of us were younger (I'm 34, by the way, in case anyone cares), we could spend 3 hours on Tuesday, 3 hours on Thursday, and 4 hours on Saturday "puttering around" with 1e, 2e, or BECMI, and it didn't really matter much if the rules were "balanced," because we simply didn't have an expectation that our "enjoyment" of the system had a rational limit of time.

The other thread also made an interesting point about GMs being "lifestyle gamers," which is an adjunct to this idea. As each of us has aged, few of us have the time or patience to tolerate bad gaming groups. Our gaming time is a damn precious commodity. We have limited amounts of time and money to game, and we simply don't want to have to deal with an "Ego GM" railroading us to death, or "Ego Gamers" playing Pun-Pun Diablo Phat Lewt Monty.

Ultimately, I think the more strict codification of rules aspects (both 3.x and 4e do this in varying degrees) is a reaction to this phenomenon. "Balanced" rules are an attempt to say to the player (and GM), "Hey, you can trust this system to provide the experience you want, even if GM Bob or Player Dave tries to break it." Obviously it's impossible for the rules alone to create the experience--but it seems that mechanical rules balance is now a naturally assumed starting point for successful role-playing.

Such an idea makes me wonder what this says about us as gamers, and as a society. I wonder if rules systems would naturally gravitate, or shift in focus, if the number of good, solid, "lifestyle gamer" GMs increased--GMs with the know-how and sense of fair play to make role-playing sessions fun. And last but not least, what effect does a game's design have on successfully creating these types of GMs?
 
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I've always been afan of "Sheep go to Heaven, Goats go to Hell" but Cake had lots of good songs.

We celebrate each gamer in our groups birthday with homemade cheesecake that is beyong belief it is so good. I'm not a person who even likes cheesecake but I like this stuff! :D
 


A particular game system isn't guaranteed to provide any more fun than any other. For every game that one group praises over all others another group will find it to be pure rubbish.

A great gaming experience is made with great people. There is no game that I can think of that would nullify the effect of someone being a complete turd and putting his/her fun above everyone else's in the group.

Balanced rules supposedly serve to mitigate individuals behaving like complete turds. IMHO this never works and such games tend to attract them.

If one designs a game of cooperative fun then spends the bulk of the rules text explaining how to keep people who you wouldn't want to be playing such a game with, from ruining everyone's fun what's the point?

Although the industry doesn't want to hear this, it is better for the hobby to grow slowly if at all, rather than design games that cater to those who seek to ruin the fun of others.
 

In principle, I completely agree with you Exploder. If the entire point of "rules balance" is to nullify "turd gamers," then to a certain degree, it does seem counter-productive.

But on the other hand, I think balanced rules does promote successful GMing--or it at least mitigates some of GMing's biggest headaches.

It's kind of a Catch-22 to me, in that sense--extreme adherence to "balance" naturally disallows some forms of flexibility and creativity. But if that trade-off means we have more gamers willing to take up the challenge of GMing, is it worth it?
 

If one designs a game of cooperative fun then spends the bulk of the rules text explaining how to keep people who you wouldn't want to be playing such a game with, from ruining everyone's fun what's the point?

Although the industry doesn't want to hear this, it is better for the hobby to grow slowly if at all, rather than design games that cater to those who seek to ruin the fun of others.

I think the point is that most of us simply don't have the choice of who to play with. There may only be 5 gamers that want to play the particular system you want to play on the nights you have free.

I also think that you miss the point slightly. The rules aren't in place to cater to those who seek to ruin the fun of others. They are there to create a more even playing field between two different types of gamers, both of whom don't want to ruin the fun of others at all.

I agree with the premise of the OP. Recent systems have been designed around increasing trust between the GM, the players, and the rules. The players can more readily trust that the rules will put them on an equal footing with the other players and will guide the GM to making decisions that make the game more fun for all player types. The GM can trust that the rules will allow him to keep easier control of his game and allow him to more easily predict the result of things he plans.

There may be no game system that can eliminate the effect of someone wanting to be a total turd. But there is one that can minimize the effect of the player who sits down with the rules and says "I want the best bonus to hit the game allows me to take, and I will find every rules item that gives me a bonus to that and take it." In some game systems, this will end up with a character who cannot possibly miss anything. In other game systems, this will end up with a character who is maybe 10-20% better than his peers.

If you have the type of players whose fun will be ruined by being completely outclassed by the other PCs, this will prevent that from happening without necessarily labeling one player as attempting to ruin anyone else's fun.
 

If one designs a game of cooperative fun then spends the bulk of the rules text explaining how to keep people who you wouldn't want to be playing such a game with, from ruining everyone's fun what's the point?

Although the industry doesn't want to hear this, it is better for the hobby to grow slowly if at all, rather than design games that cater to those who seek to ruin the fun of others.

Coming soon to a FLGS near you; The DM's Guide to keeping Jerk Bags out of your game
 

In principle, I completely agree with you Exploder. If the entire point of "rules balance" is to nullify "turd gamers," then to a certain degree, it does seem counter-productive.

But on the other hand, I think balanced rules does promote successful GMing--or it at least mitigates some of GMing's biggest headaches.

It's kind of a Catch-22 to me, in that sense--extreme adherence to "balance" naturally disallows some forms of flexibility and creativity. But if that trade-off means we have more gamers willing to take up the challenge of GMing, is it worth it?

Possibly. It depends on how many can break out of the standard mold and become more than what a balanced packaged system can provide.

The great DM's go beyond what is provided with the rules. Trial and error, mistakes and triumphs, and practice making sound rulings are needed to provide that valuable learning experience.

Do heavy balanced rules really promote successful GMing or attempt to marginalize it's impact?
 


I don't recall that one, Woas, but really, isn't the whole question: "How can you afford your rock and roll lifestyle?" :)
 
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