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Game problems that are really Player/DM problems
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<blockquote data-quote="Andre" data-source="post: 2059078" data-attributes="member: 25930"><p>Just to be clear, I haven't seen anyone post that the system "forces" players to follow certain play styles. It "encourages" certain styles of play. Big, big difference. </p><p></p><p>I still remember reading in OD&D that the GM wasn't supposed to give any xp if the monster got away. You only got xp for killing and gold. If a player wanted xp, he had to kill things and take their stuff. Since xp is one of the most desired rewards in the game, players figured out pretty quickly that killing things and taking their stuff was the way to play.</p><p></p><p>Of course a group can do something different. For example a GM can award story-based xp, or award xp for defeating the monster (not just killing it), and so on. But that means changing the system. The old system encourages killing things by tying xp to killing. The modified system doesn't. Guess what? We're back to system matters.</p><p></p><p>Does that mean that all complaints about a system are valid? Of course not. Do some folks blame the game when they should look in the mirror instead? Yep. I honestly don't see where our positions are contradictory, unless someone is arguing that the problems are <strong>always</strong> system or <strong>always</strong> personal.</p></blockquote><p></p>
[QUOTE="Andre, post: 2059078, member: 25930"] Just to be clear, I haven't seen anyone post that the system "forces" players to follow certain play styles. It "encourages" certain styles of play. Big, big difference. I still remember reading in OD&D that the GM wasn't supposed to give any xp if the monster got away. You only got xp for killing and gold. If a player wanted xp, he had to kill things and take their stuff. Since xp is one of the most desired rewards in the game, players figured out pretty quickly that killing things and taking their stuff was the way to play. Of course a group can do something different. For example a GM can award story-based xp, or award xp for defeating the monster (not just killing it), and so on. But that means changing the system. The old system encourages killing things by tying xp to killing. The modified system doesn't. Guess what? We're back to system matters. Does that mean that all complaints about a system are valid? Of course not. Do some folks blame the game when they should look in the mirror instead? Yep. I honestly don't see where our positions are contradictory, unless someone is arguing that the problems are [b]always[/b] system or [b]always[/b] personal. [/QUOTE]
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