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Game problems that are really Player/DM problems
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<blockquote data-quote="Janx" data-source="post: 2057371" data-attributes="member: 8835"><p>I woul say I have to disagree with Ron Edwards' article "System does matter"</p><p></p><p>He breaks it down to 3 game styles, and suggests that a game should focus on one style and have rules that support that style. Then you choose the game that meets the style you want.</p><p></p><p>The problem is, gaming groups are not homogenous. They're made up of a variety of players with differing tastes. So a good game should cater to all of these tastes as best as it can, given the make-up of the group is likely mixed.</p><p></p><p>How's that map to Quasqueston's point? As he says, much of the "mechanics complaints" can be resolved on the interpersonal level, and less so on house-ruling the system.</p><p></p><p>And that summarizes to the following points:</p><p>tell players the kind of game you're trying to run</p><p>have interesting NPCs</p><p>don't give out so much loot if you hate lots of magic stuff</p><p>use the right strength of monster for your party's actual strength</p><p>don't give players time to optimize their actions</p><p>make players be prompt with their combat responses</p><p></p><p>It's less on what rules you use or don't, more on how you drive the game play, and that's a people thing, not mechanics.</p><p></p><p>Janx</p></blockquote><p></p>
[QUOTE="Janx, post: 2057371, member: 8835"] I woul say I have to disagree with Ron Edwards' article "System does matter" He breaks it down to 3 game styles, and suggests that a game should focus on one style and have rules that support that style. Then you choose the game that meets the style you want. The problem is, gaming groups are not homogenous. They're made up of a variety of players with differing tastes. So a good game should cater to all of these tastes as best as it can, given the make-up of the group is likely mixed. How's that map to Quasqueston's point? As he says, much of the "mechanics complaints" can be resolved on the interpersonal level, and less so on house-ruling the system. And that summarizes to the following points: tell players the kind of game you're trying to run have interesting NPCs don't give out so much loot if you hate lots of magic stuff use the right strength of monster for your party's actual strength don't give players time to optimize their actions make players be prompt with their combat responses It's less on what rules you use or don't, more on how you drive the game play, and that's a people thing, not mechanics. Janx [/QUOTE]
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