Celebrim said:Well, arguably I've given you alot more information than if I told you I was running GURPS. Frankly, I don't see the point in defending myself at this point, because instead of someone talking about me, I'm talking to someone talking about a straw man version of me that comes from some dark nightmare he has about DM's.
Maybe. But you're concerned about content. I wasn't talking about content but rather thematic elements.
All of it. I've read the LotR 18 times. I've read the Silmarillion 6 times. I've read the rest as well. I don't think that there are major thematic differences between the periods. In every case you are dealing with a conflict that has its roots in a particular moral outlook. Underneath the particular events, you have clear battles between good and evil. I mean, by saying that I have inspiration in Tolkien, that I expect players to make moral decisions according to some compass that they have made for thier characters and that they will be involved in a world where morality is real and that moral choices will have consequences. That isn't to say that it will always be clear what those choices should be or where the real enemy lies, but that they can expect that I will be drawing on classical themes regarding good and evil at all times.
Lovecraft has a moral compass too. Lovecraft's moral compass suggests that what is alien is evil - at least evil in the sense of being the destroyer of mankind. I bring from Lovecraft the idea that evil a thing of mind-blowing cosmic horror and that all that stands between it and the good world, are a few heroes who seemingly are ill-equipped to thwart foes of that mind-blowing scale but who manage to do it - sometimes at great cost - anyway. Since you are a rules person, I would say that this is indicated in my house rules by the fact that the full Ravenloft fear, horror, and madness rules are in play.
This is the same sort of question. Why do I get the feeling that you are trying to justify yourself to me? All of them, though since obviously I'm running at times a dark game, I'd say probably the originals are closer than most of the sanitized translations you'll see on the market. That said, I'm not bringing into the game the particular crude German biases that are so much a part of the original tales. I'm bringing in the fact that the Grimm tales are really grim. I'm bringing in my love for European folklore and small magic and animism. I'm saying that my world is going to be haunted by fey and spirits and talking animals and trees with evil hearts.
What do you expect? Grittier than most. Grittier relative to typical games of 3e D&D. Grittier relative to a typical GURPS game. Grittier relative to a typical Rolemaster game. Grittier because grit in the sense I'm using it is not a result of the system you use but of the style of game you play. I'm saying that armor will rust, that sewage runs down the streets of towns, that people die of disease, that the PC's probably have lice and fleas and will want to take baths fairly regularly, that even good aligned towns will have rotting corpses hanging above the gates of the town as a warning to criminals, and that you as a player should not expect alot of anachronisms in the world but that it will feel really alien because its rooted in the character of the European past (and to a lesser extent the mythology and culture of other parts of the world, notably India). None of that has to do with your rules system, so please check your preconceptions in at the door.
Yes, I do. Because I get players - all of whom are adults because children tend not to have this problem - that move into my games for one shots or short adventurers, or maybe I'm running the friday night game at the game store (in which case I'm not changing the rules at all) and I see players who treat the game as if it were chess and they were a bishop condemned to run between the lines. Look at the other threads in this forum, and see how many of them begin with "Can I do this...?" or "Do the rules let me...?" or "How would you handle this...?" All those threads precisely have to do with the fact that the rules don't cover all of your capabilities. The rules are their to restrict players, and that is a very good thing, because without restrictions the game has no challenges and no resolutions. But the rules shouldn't become a mental straight jacket. Say what you want to do, and if the rules don't cover it then I'll come up with rules that do. It's my job to make the game run smoothly. You the player don't have to know how the magic works, but - and this is where I think you are misunderstanding me - I'm not trying to keep secrets either and I'm certainly not changing the rules on you from one situation to the next.
You have a wierd definition of 'actual'. Are you saying that you aren't playing the game unless you know all the rules? Are you saying that the game is somehow not real if the players don't know the rules? Gee, it sure looks like actual play to me. Maybe its just the illusion of play, and I failed my saving throw, but it sure felt real to me.
No, you wouldn't would you. Storyteller depends on implicit trust in your narrator. I think that pretty much says it all right there. I'm role playing. You're rule playing.
You are tactician, and the game is for you all about what you can do to overcome obstacles. That's fine, but this isn't Chess, Bloodbowl, Starfleet Battles, ASL, DBM, or Settlers of Cataan. I've got some mechanical issues with the Storyteller system myself, but they can be completely overcome by strong narration. When I want a competitive tactical game, then I will play a competitive tactical game. When I want to role play, I want to role play.
Storm Raven said:No, you're playing something, you're just not playing D&D. You are playing a version of "let's pretend".
The Storyteller games are deadly dull, no matter who is narrating them.
Seeten said:Patryn is a tactical gamer, who uses the rules to assist him in making informed choices. Celebrim is a story oriented gamer who uses the story to assist in clearing out rules roadblocks, and nonsense. Both have their place, and as long as a player KNOWS ahead of time what he is getting into, both can be fun.
Um... the gameword doesn't actually exist, so it can't determine anything about the real world. The rules exist in the real world.Celebrim said:No. The way the world works determines the rules.
What do you base that statement on?Celebrim said:Ok, fine. Look at it this way. The reason we as game referees adopt a particular set of rules in the first place is because we have a particular vision of how the world should work.
moritheil said:Much of this has been said already, and your bias (or preference) is pretty clear at this point. Can everyone drop the "my way is better" jihad?
Storm Raven said:I'm just operating based on what you have presented.
Wanting to be able to predict the outcome of actions isn't "rule-playing", its using the rules for what they are intended - to facilitate the play between the group.
If the DM routinely alters those or glosses over them simply to get a better "story" then he's using the wrong system, or he needs to get better at telling his story.
The Storyteller games are deadly dull, no matter who is narrating them.
No, I see the rules as being there for a reasons - they allow players to interact with the game world in a reliable manner.
You see them as a hindrance, which is your problem.
They are there to allow role-playing to take place.
What you get when you ignore them willy-nilly isn't role playing, although a lot of hyper-pretentious people think it is. What you get is bad improvised theatre, which isn't role-playing, and it certainly isn't participating in a role-playing-game.
Exactly.Patryn of Elvenshae said:"Because I said so" is not even on the map.
Nail said:Exactly.
Even so, such a game might be acceptable to some gamers. There's no accounting for tastes.
Back on topic: "What to do about rules disputes?"
Although I try to be fair as a DM, I freely admit I'm biased. What do you do when, dispite your best efforts, that bias and that of a player's runs into each other on a continuing basis? Are the only options "eject the player" or "eject the DM"?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.