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General Tabletop Discussion
*TTRPGs General
Game Fundamentals - The Illusion of Accomplishment
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<blockquote data-quote="innerdude" data-source="post: 5159078" data-attributes="member: 85870"><p>Well, I think there's a definite correlation between the perceived needs of new GMs and game design. </p><p></p><p>It seems to me that perhaps one of the reasons D&D has narrowed its general play style focus is because WotC recognized the "GM problem" already discussed--without a GM, there's no game. One of the ways to create a larger supply of GMs (and thus have those same GMs hook their friends into the game) is to create a rules system that removes much of the "stress" of being a GM. What are the two biggest stressors of being a GM? Adjudicating for players (who may not always agree with rulings) and preparing adventures. And I think we can all agree that 4th Edition, regardless of its merits or failings, was certainly forward-thinking in that regard. </p><p></p><p>More than any other previous edition, 4th Ed. seems to have a subtle, but clear message to players that says "Hey, you can DM this too. It's not that hard, really, and it's actually a lot of fun!" Because powers and classes are so balanced, and because the game focuses on team-based encounter design, at a fundamental level, 4th Edition is doing its darndest to get out of the way of a fledgling DM's biggest potential weaknesses--creating cohesive narrative and balancing encounters. </p><p></p><p>Another way to do this is to help new GMs not feel like they are failing by not coming up with their own "ZOMG Uber-Epic Plot." The encounter and skill challenge structures create their own internal consistency that can give a fledgling DM the confidence to say, "You know what, I don't necessarily know how the BBEG is making things happen, but by golly I've got 5 easy-to-prepare encounters ready, and I can tie things in as I go." </p><p></p><p>Now, another question that goes along with this though is, does team-based, encounter-driven design create more natural "positive reinforcement" points for an ego-driven gamer than another type of system? I don't know the answer for that.</p></blockquote><p></p>
[QUOTE="innerdude, post: 5159078, member: 85870"] Well, I think there's a definite correlation between the perceived needs of new GMs and game design. It seems to me that perhaps one of the reasons D&D has narrowed its general play style focus is because WotC recognized the "GM problem" already discussed--without a GM, there's no game. One of the ways to create a larger supply of GMs (and thus have those same GMs hook their friends into the game) is to create a rules system that removes much of the "stress" of being a GM. What are the two biggest stressors of being a GM? Adjudicating for players (who may not always agree with rulings) and preparing adventures. And I think we can all agree that 4th Edition, regardless of its merits or failings, was certainly forward-thinking in that regard. More than any other previous edition, 4th Ed. seems to have a subtle, but clear message to players that says "Hey, you can DM this too. It's not that hard, really, and it's actually a lot of fun!" Because powers and classes are so balanced, and because the game focuses on team-based encounter design, at a fundamental level, 4th Edition is doing its darndest to get out of the way of a fledgling DM's biggest potential weaknesses--creating cohesive narrative and balancing encounters. Another way to do this is to help new GMs not feel like they are failing by not coming up with their own "ZOMG Uber-Epic Plot." The encounter and skill challenge structures create their own internal consistency that can give a fledgling DM the confidence to say, "You know what, I don't necessarily know how the BBEG is making things happen, but by golly I've got 5 easy-to-prepare encounters ready, and I can tie things in as I go." Now, another question that goes along with this though is, does team-based, encounter-driven design create more natural "positive reinforcement" points for an ego-driven gamer than another type of system? I don't know the answer for that. [/QUOTE]
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