Have you decided to change systems?

rycanada said:
I know I'm in the minority, but I strongly disagree with the "I'm OK, you're OK" attitude towards other systems. When I hear about games where several players are sitting around bored and the GM is frustrated about the system, I want to say "switch it up! do something differently!" When I hear about a lot of people playing the same game and running into the same issues, I want to steer others away from that game - and most importantly, if I hear of people playing a game and having a lot of fun when I've had bad experiences, I want to know what techniques they use to get around that system's problems.

What I'm trying to say is that if we always assume that "it all comes down to a matter of preference", we'll never identify best practices in the hobby.
rycanada, while I agree that it is good to get input from others about what works for them, how can you say that it's NOT a matter of preferences? The GM, generally, is the system, and (s)he hopefully gauges what (s)he allows in game by what's helping the players have the most fun. The only objectivity in this scenario is between each person and all the others. And that's giving alot of credit to a group that is often composed of opinionated people. ;)

It's cool to try and get somebody to see what you went through as a means of helping them in avoiding trouble, but those people might see what happened in a totally different light, and it might not work for their games.

" ...best practices in the hobby." This implies a universal consensus. This can't be reached unless only one person is in control of all others to the extent of complete loss of autonomy. I don't see that occurring in the hobby, simply because so many of us are so individualistic. A preference for a functional, overarcing rules system is worthy, but it is still a preference.
 

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papastebu said:
how can you say that it's NOT a matter of preferences? The GM, generally, is the system, and (s)he hopefully gauges what (s)he allows in game by what's helping the players have the most fun. The only objectivity in this scenario is between each person and all the others. And that's giving alot of credit to a group that is often composed of opinionated people. ;)

It's cool to try and get somebody to see what you went through as a means of helping them in avoiding trouble, but those people might see what happened in a totally different light, and it might not work for their games.

" ...best practices in the hobby." This implies a universal consensus. This can't be reached unless only one person is in control of all others to the extent of complete loss of autonomy. I don't see that occurring in the hobby, simply because so many of us are so individualistic. A preference for a functional, overarcing rules system is worthy, but it is still a preference.

Re: 1st paragraph: "The GM generally is the system" The rules provide a framework for how we communicate about the imaginary world. If the GM is the system, then what are those books for? Why do people have better experiences in some systems than others? Me running D&D is tangibly different than me running Buffy, and both are a far cry away from me running Primetime Adventures.

Re: 2nd and 3rd paragraphs: "best practices in the hobby" doesn't imply universal consensus. The hobby is made up of people who have very different desires for their games - best practices is about getting what you desire out of the game. I have seen and played in lots of games where a majority of the players weren't getting what they wanted out of the game. That's why I don't go for "I'm OK, you're OK" discussions of peoples' styles.
 

I'm pretty darn sure that the next campaign I run will use the True20 rules...no matter what type of game I want to run, which is one of the beauties of True20 really.
 

rycanada said:
Re: 1st paragraph: "The GM generally is the system" The rules provide a framework for how we communicate about the imaginary world. If the GM is the system, then what are those books for? Why do people have better experiences in some systems than others? Me running D&D is tangibly different than me running Buffy, and both are a far cry away from me running Primetime Adventures.

Re: 2nd and 3rd paragraphs: "best practices in the hobby" doesn't imply universal consensus. The hobby is made up of people who have very different desires for their games - best practices is about getting what you desire out of the game. I have seen and played in lots of games where a majority of the players weren't getting what they wanted out of the game. That's why I don't go for "I'm OK, you're OK" discussions of peoples' styles.
I'm not nay-saying rules, at all. What I am saying is that the GM is the one who decides what rules are going to be used, and, hopefully, is consulting with the players through whatever means to get their input. The GM---and this is what I meant by my GM=system idea---has to allow the rule for it to be used. Otherwise, that person is not actually the GM. That's what those books are for.
You are absolutely right about the differences, and I will add "for both players and GMs" to this, in two different games/game systems. This statement, however, seems to support my point better than it does yours, because all people involved have to be "O.K." with the game in order to have a good time.
I remarked on the individualistic attitudes of many of those involved in the hobby. When you say "best practices", are you talking about what you, personally desire, what your group(s) desire, or what the hobbyists as a whole desire? I can agree with you on some points, depending, but if you try to blanket your paradigm over other gamers without running it by them/playtesting, aren't you going to get into some major head-butting? To me, that's what "I'm O.K., you're O.K." means: letting your people know what you intend, and respecting their opinions about it. Or am I misunderstanding what you mean by that phrase?
Do you take it to mean, "I don't like the way you do it, but as long as you stay over there and I'm over here, we're OK." Kind of like George Carlin's, "Keep your $#!+ away from my stuff!"
 

papastebu said:
The GM has to allow the rule for it to be used. (snip) all people involved have to be "O.K." with the game in order to have a good time. (snip) When you say "best practices", are you talking about what you, personally desire, what your group(s) desire, or what the hobbyists as a whole desire?

Everybody has to agree to the rule for it to be used - the GM, as the organizer of the game, typically brings them to the table, rules are about universal agreement. Otherwise you get deadlock ("Roll Reflex Save." "No.")

So yes, all people involved have to be "OK" with a ruleset to have a good time. But people can say they're "OK" with a ruleset, and abide by the rules, and still have a boring, uncomfortable time. With the same rules, people can say they're "OK" with a ruleset but actually be following something else entirely. I've had this experience when(nominally) playing D&D - the DM looks at d20 rolls, thinks about the PCs and monsters as they've been presented so far, and declares results based on that instead of doing the math.

If that experience was generally true of a system (i.e. people only had fun when a major rule was "we're mostly ignoring the rules") I'd say that system was badly designed. I'd even say that in the face of the gamers that say "We play that, and we have a blast!" and I'd certainly say it to the GM that claimed the system was great while his players stuck to the game out of friendship or loyalty rather than fun.

Best practices is about getting effective rules that deliver what a given group of gamers wants out of a game. There's lots of room for variety in there - but that's not the same as saying that every group is getting it right, or that every system gets it right for at least some group. The "I'm OK, you're OK" attitude that I take issue with is about this kind of scenario:

System X is billed as dark horror kind of fantasy game. The setting has a lot of wizards that tend to cast magic every round of combat. Each time a caster casts a spell, there is a 10% chance that all PCs in the party turn into a bowl of green onions. This is just one example; the system has a pandemic of green-onion related lethal random events.

Gamer A: System X is crappy; I tried to run a dark horror fantasy game and it just ended up silly.
Gamer B: I like system X, because it's the magic system is really cinematic! I ran a dark fantasy / horror game and it was the bomb!
Gamer A: Oh, come on. The author clearly had a green onion fetish, and it's ruined the game. Not to mention the lethality.
Gamer B: Hey, if my group liked it, who are you to judge the game?
Gamer C: I guess it all comes down to preferences.
 

I'm looking at going to C&C. My time is eaten up a lot by a whole truckload of other things so I can get pretty scattered. C&C's simplicity is appealing to me, to see if I can get something up and running, work with it, write up stuff for it, without as much time investment. I just have not been able to internalize 3.x for the life of me.
 

rycanada said:
Everybody has to agree to the rule for it to be used - the GM, as the organizer of the game, typically brings them to the table, rules are about universal agreement.
This is sort of what I said, but coming from the opposite end. I do feel that if the players don't agree, then some sort of compromise has to be reached. This is the "universal consensus" I spoke of earlier, but on a smaller scale. I still don't think that all gamers can reach an agreement without making some holy hamburgers, though. I once wanted a wizard that could wield a greatsword. My DM allowed it, but I had to put NWPs into it, as well as all of my weapon proficiencies while I "learned" it. At around 6th level, I think, I finally bought off all of the THAC0 penalties.
Otherwise you get deadlock ("Roll Reflex Save." "No.")
:lol: That's just funny. One of my friends is just THAT contrary.
So yes, all people involved have to be "OK" with a ruleset to have a good time. But people can say they're "OK" with a ruleset, and abide by the rules, and still have a boring, uncomfortable time.
This refers to what you say later, about friendship, and I've been there, too. I think, though, that most people are going to tell you what makes them happy about a system that's being run. And, I can usually tell when people are liking my games. I try to shake things up a bit, when it seems like they're not.
I've had this experience when(nominally) playing D&D - the DM looks at d20 rolls, thinks about the PCs and monsters as they've been presented so far, and declares results based on that instead of doing the math.
I have actually attempted this on two seperate occasions. Neither worked very well, but the situation was screwy enough in game that nobody seemed to mind. We didn't get much roleplaying done, but we laughed alot. It was kind of obvious that I was doing things on the fly, though.

If that experience was generally true of a system (i.e. people only had fun when a major rule was "we're mostly ignoring the rules") I'd say that system was badly designed. I'd even say that in the face of the gamers that say "We play that, and we have a blast!" and I'd certainly say it to the GM that claimed the system was great while his players stuck to the game out of friendship or loyalty rather than fun.
On both occasions, it was completely my fault. The first time, I was unprepared, and it started showing early-on. The second was something of an experiment, and we ended up with alot of meta-game playing, like the players starting to do like I was, and using player knowledge to make character decisions, etc. It this circumstance, they went along with me and it actually helped with the hole I'd dug for myself. It was kind of an unspoken agreement to play that way, right then.


Best practices is about getting effective rules that deliver what a given group of gamers wants out of a game. There's lots of room for variety in there - but that's not the same as saying that every group is getting it right, or that every system gets it right for at least some group. The "I'm OK, you're OK" attitude that I take issue with is about this kind of scenario:

System X is billed as dark horror kind of fantasy game. The setting has a lot of wizards that tend to cast magic every round of combat. Each time a caster casts a spell, there is a 10% chance that all PCs in the party turn into a bowl of green onions. This is just one example; the system has a pandemic of green-onion related lethal random events.

Gamer A: System X is crappy; I tried to run a dark horror fantasy game and it just ended up silly.
Gamer B: I like system X, because it's the magic system is really cinematic! I ran a dark fantasy / horror game and it was the bomb!
Gamer A: Oh, come on. The author clearly had a green onion fetish, and it's ruined the game. Not to mention the lethality.
Gamer B: Hey, if my group liked it, who are you to judge the game?
Gamer C: I guess it all comes down to preferences.
I have to ask: why green onions? :lol:
Aside from that, what you seem to be saying is that preference has to be subjective, which is part of its definition. Gamer C just seems to be placating the other two, by making them each think they are right, perhaps to avoid a conflict. The problem in the situation is that the conflict needs to happen, so the other two can get a better handle on where their lines are drawn, and Gamer C is preventing that with his/her fence-straddling. If they don't work out what system they want, the three of them will just sit there, doing nothing.
I still think that preference has to play a major role in most choices, especially in a hobby like ours. It determines the kinds of characters we play, the rules we use or change to suit us, who we associate with---my last offer of a gaming group seemed like a bunch of bad people, so I bowed out---at the table, and a bunch of other stuff.
You seem pretty strong in this opinion, so I probably can't convince you. I do agree, though, that the "Gamer C Mentality", while alot nicer than many people are about their preferences ;) , is not constructive or conducive to progress in finding out what people want.
 

Imaro said:
Uhm...I don't consider it stuck. The same way you can respect people whose time commitment causes sessions to be delayed or canceled, I can accept that there are people who want to just play
Oh, I didn't mean that I have a problem with people who just want to play. That was me for a long time, and it's still most of the players I know.

Imaro said:
As far as a set composition...I like these people and it isn't like we won't let others join in if they want, recently some friends from work played with us, but I don't have the time or inclination to seek out total strangers to game with. YMMV of course.
I've never found a group of people with whom I would be content to play or for whom I would be content to run every game, and I don't consider such a situation desirable. I like variety - and I'm lucky in that my association with SUTEKH keeps me in touch with a reasonably large number of gamers.

I didn't mean to imply that you were excluding other players, and I don't want to game with people I don't know any more than you do; it's just that in my experience, I want to run or play different types of games (see upthread for a sampling), and not everyone I'm playing with now is someone I'd want in every type of game I want to run or play.
 

Johnnie Freedom! said:
He wasn't saying they're losers; he was just saying they have lots of free time.
Yes, except that he said it in a way which implied that they didn't have jobs or weren't in a relationship, and I find it hard to imagine a way in which I can call someone "loveless and jobless" that isn't meant as a criticism.

Sounded like resentment to me, and that often leads to insults.

Johnnie Freedom! said:
Seriously, some of the folks on enworld have posted literally *thousands* of messages in the past few years, run 4-5 campaigns at a time, and regularly read *hundreds* of pages of rules and campaign material from *multiple* systems.

How?

They are probably single, with no children, and perhaps in university. It's not such a stretch, you know.
I've seen dozens of posters say they post from work (I'm one of them), many people run games for their buddies like others run poker nights, or play in a group containing several married couples, and some people read fast! Or, perhaps, don't read much apart from gaming material.

Yes, probably most people who run multiple games are young and without many commitments. But certainly not all, and in fact the original post suggested to me a number of implications about how games are run which simply aren't justified.

The biggest one being the one you didn't reply to in my post, about how games don't have to be weekly affairs run on the same day, like clockwork. People don't go bowling or fishing or out drinking every night; why should gaming necessarily be organised like a book club or Rotary meeting?

Heh. Wait'll the kids come along. Then you'll be happy to game once a month, if that. :\
My wife's a gamer, actually, so whether or not we ever have children I suspect we'll still be gaming together.
 

Chainsaw Mage said:
Reading some people's posts makes me nostalgic for the good old days of university life: oodles of free time, no responsibilities, and gaming in multiple campaigns (including all night sessions), including hours spent online. Sigh. :)
One of the reasons I don't look fondly on posts like these - and this one isn't offensive, by any means - is that I think about some of my friends, who are still in university, with whom I game. Several of them work two part-time jobs; the President of SUTEKH coaches the debating team at his old high school and works in a 24-hour cafe, for instance. Others have full-time engineering or science course loads, which with homework and study adds up to a lot more than 40 hours per week's worth of work. Nearly all of them are in relationships, and many of those people live with their boyfriends or girlfriends (or husbands or wives).

"Oodles of free time" and "no responsibilities" does not describe many of the students I know, even the Arts students (and I was one myself, so I well remember how light your course load can be at times). There isn't a lot of all-night gaming going on, either - in fact, none at all. As for preparation time, actually, none of the GMs that I play with are even students! They're all graduates who are out in the workforce.
 

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