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General Tabletop Discussion
*Dungeons & Dragons
GMing and "Player Skill"
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<blockquote data-quote="payn" data-source="post: 9745608" data-attributes="member: 90374"><p>I hate to say it, but I think the OP poisoned the well by assuming "GM-may-I" is a part of skill play in the title. It can be, and is a valid complaint, but I see that more as a function of how a GM operates as opposed to it being a center piece of skill play. </p><p></p><p></p><p>It was mentioned "good faith" is the assumption of skill play. Which means, if a player finds a way to make a deadly trap/encounter a piece of cake, then you should let them. Better luck next time when you are designing your next adventure. I think its that part that makes it tough for GMs. Some just simply dont want to let players get stuff they dont feel is earned. Thats on the person, not the play style.</p><p></p><p>The best forms of skill play I encountered was DCC tournaments and funnels. These remind me of the days of nintendo hard. ITs all about exploiting difficult situations the best way possible. Likely, through lots of character death. Its more gamey then role play, but im ok with that for this evening of play. Im in the mindset for it. I wouldnt play this as a campaign becasue it would be too much for me, and I prefer focus off of skill play generally. So, its largely gonna be taste. Also, as mentioned just above, the GM has to engage in good faith, but I as player know too, that traps might be intentionally gamey gotchas as part of the experience. Can I, through skill play out smart them? YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 9745608, member: 90374"] I hate to say it, but I think the OP poisoned the well by assuming "GM-may-I" is a part of skill play in the title. It can be, and is a valid complaint, but I see that more as a function of how a GM operates as opposed to it being a center piece of skill play. It was mentioned "good faith" is the assumption of skill play. Which means, if a player finds a way to make a deadly trap/encounter a piece of cake, then you should let them. Better luck next time when you are designing your next adventure. I think its that part that makes it tough for GMs. Some just simply dont want to let players get stuff they dont feel is earned. Thats on the person, not the play style. The best forms of skill play I encountered was DCC tournaments and funnels. These remind me of the days of nintendo hard. ITs all about exploiting difficult situations the best way possible. Likely, through lots of character death. Its more gamey then role play, but im ok with that for this evening of play. Im in the mindset for it. I wouldnt play this as a campaign becasue it would be too much for me, and I prefer focus off of skill play generally. So, its largely gonna be taste. Also, as mentioned just above, the GM has to engage in good faith, but I as player know too, that traps might be intentionally gamey gotchas as part of the experience. Can I, through skill play out smart them? YMMV. [/QUOTE]
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GMing and "Player Skill"
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