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General Tabletop Discussion
*TTRPGs General
GMs: Guiding Morals in GMing
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<blockquote data-quote="Professor Murder" data-source="post: 8985572" data-attributes="member: 6991813"><p>So this is incorrect for two reasons:</p><p>1) A GM isn't trying to win, they are trying to challenge, under the expectation that a challenge will be more enjoyable. The Players are trying to win, not to challenge the GM. Under your example of Chess, both sides are trying to win ideally, with offering a challenge often being seen as desirable. Mind, this is all ideals, and comes ultimately back to being a moral principle for me. I won't play with a GM who is trying to beat me.</p><p>2) Chess only has a single moment of random chance, that being who goes first. Every other moment is purely coming from player choices. While there are TTRPG that has limited randomizing, they are in the minority in the extreme. Random elements can and do lend themselves to exciting moments. But they can also lead to boring, frustrating ones. Part of this is encounter design, but all GMs should be prepared to make alterations when situations call for them. </p><p></p><p>Also, something that I am seeing understated/overlooked: Demanding rules fidelity be the first guiding principle of running a game overlooks a glaring reality: No rules are perfect. Most rules, are in fact, a work in progress. You need only look to these very forums to show that people constantly fiddle with the rules as written to improve the game experience at their table. I was 8 years old when I saw that the rules for encumbrance were no fun and that the gender based stat limits in the hallowed 1e PHB were pure shenanigans.</p></blockquote><p></p>
[QUOTE="Professor Murder, post: 8985572, member: 6991813"] So this is incorrect for two reasons: 1) A GM isn't trying to win, they are trying to challenge, under the expectation that a challenge will be more enjoyable. The Players are trying to win, not to challenge the GM. Under your example of Chess, both sides are trying to win ideally, with offering a challenge often being seen as desirable. Mind, this is all ideals, and comes ultimately back to being a moral principle for me. I won't play with a GM who is trying to beat me. 2) Chess only has a single moment of random chance, that being who goes first. Every other moment is purely coming from player choices. While there are TTRPG that has limited randomizing, they are in the minority in the extreme. Random elements can and do lend themselves to exciting moments. But they can also lead to boring, frustrating ones. Part of this is encounter design, but all GMs should be prepared to make alterations when situations call for them. Also, something that I am seeing understated/overlooked: Demanding rules fidelity be the first guiding principle of running a game overlooks a glaring reality: No rules are perfect. Most rules, are in fact, a work in progress. You need only look to these very forums to show that people constantly fiddle with the rules as written to improve the game experience at their table. I was 8 years old when I saw that the rules for encumbrance were no fun and that the gender based stat limits in the hallowed 1e PHB were pure shenanigans. [/QUOTE]
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