awesomeocalypse
First Post
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.
I think this is exactly right. Turd-proofing a game system is probably futile and certainly pointless. But even well-intentioned gamers and DM can run into problems if they have different playstyles or are looking for different things out of the game.
Obviously some level of incompatability is unbridgeable, for example, if one players want to play a detailed hotal management simulation set in an intraplanar way station, and another wants to play a wuxia-army of darkness hybrid set in a fantasy analogue to ancient china, it seems unlikely that they will arrive at a middle ground that satisfies both of them, or that a system could be designed which could fully cater to both in a satisfying way.
But I don't think that is particularly common, especially when playing D&D. But a much less extreme scenario, which I think is very common, is for many players to be on the same page in terms of wanting to play more or less traditional heroic high fantasy/sword and sorcerery adventures, but to simply have different ideas about what that entails and how that should be accomplished. So you have guys who, very reasonably, imagine primarily that their heroic adventurer is a grade A badass and want to represent him as such, so they try to build him in such a way that he can kick as much ass as possible (e.g. by hitting a lot, and hitting very hard). And you have other players who, also very reasonably, want their heroic adventurer to be effective in combat, but have other non-combat related aspects of his persona which they consider just as crucial.
These are different (and both pretty common) approaches to playing D&D, but in the right system, they don't have to yield such vastly different results that these two players can't play with each other and have fun together. If the guys who want to play super badasses can build characters who hit somewhat more often and somewhat harder than other characters, while never truly eclipsing less combat-oriented characters; and if the less combat oriented characters have options to flesh out their character in ways that are interesting to them without being turned into an inneffectual gimp, then I think in many cases these two players can arrive at a happy medium in which they're both getting some of what they want out of the system, without breaking other people's fun or making the DM's life hell.
This is more or less the goal of 4e. I think there are legitimate arguments as to whether it succeeds (I enjoy it, but I know many people who find its less granular approach to skills and non-mechanical approach to character quirks and non-adventuring abilities to be unsatisfying), but I don't think that you can simply say 4e is a result of attempting to proof the game against jerks out to intentionally ruin other people's fun. Good people and legitimate playstyles can still end up running into problems if the system isn't built to accomodate them all.
Last edited: