Psion said:
I'm not insulted (though I must say, if it were my players you were referring to, it might have been) so much as I think it's a totally bogus cop-out when it comes to defending a game.
Maybe. But if the shoe fits. (As to your players, I don't know them, so for all I know they are super-geniuses who plot world domination between coke breaks.)
[snip]
Psion is running a rip-roaring game of hero, but find that Rob routinely avoids running characters that use magic. I soon discover that Rob does not use magic because he doesn't grok the power system. Well, Rob's a college student, so he should understand the basic math that goes into making a Hero character right?
I thought so, but it occurs to me that whether or not he's capable, that's work to him. It occurs to me that gaming being a leisure activity, it's not my place to make him do things he doesn't like. And by running hero, I was limiting his options.
That's all well and good -- the interests of the players should be taken into consideration when choosing the game. Of course, if I was a big Hero fan, and all my players were happy (even Rob, though he doesn't want to deal with magic), I probably would have kept playing it. But that's neither here nor there.
(And, BTW, YOU weren't limiting his options by playing HERO, ROB was limiting his options because HE didn't want to invest the time to grok the magic rules. Don't take up the blame for the decisions of other people.)
[snip again]
So, I'll own that if D&D accounting is not too your liking, you should probably play something with less accounting, or (at the very least) make efforts to minimize it. But by the same token, if the lack of robustness is limiting the actions your players consider, I'd say that is on the game, not on the players.
I'd say its an apples and oranges argument. Sure, player preference has to be a consideration when choosing the game to play (as does the DM's preference -- I notice you didn't switch to GURPS or Rolemaster when you dropped HERO). however, there is a big difference (IMHO) between players who have difficulty grasping the mechanics of the system and feeling intimidated by wide open spaces.
The original poster said he players never tried to grapple, bull-rush, or trip before 3e. Understandable, since two of these are tactical options with specific sub-system rules. But my point is, they could have done this before -- particularly in a rules lite game -- without need of these subsystems. Here you have a clear example of the playing to the rules as opposed to the situation. It also goes back to the hamstringing example I mentioned. 3e, does not have called shots, so in order to perform a specific action like hamstringing, you need a feat (by the book, anyway). Now, with a game system with less rule-constriction, the players and GM are free to get out of this mindset.
That's what I was getting at with the outside-of-the-box comment. It's not to say they are playing wrong (and I didn't say they had, which was why I was surprised by your earlier post), only that the limits on their actions are completely artifical and that doesn't speak to any strength of DnD, or any other game system for that matter. I would say, however, that it is a weakness of DnD that it encourages that kind of play. My evidence for that is mostly anecdotal, granted, but I've seen it more often than not.
It is easier to change the game you are playing, or to change rules of a game, than it is to change people. Games are dispensible.
So are people.
No, really, you are right. Certainly if the players don't "get" the game, it may be best to switch gears and try something else. I have a couple of games on my shelf I'd love to run, but I just don't have the right crowd of players. However I've also found that the GM sets the example for play in his game. If players are playing to the rules, its a fair bet the GM is too. The best way to get them out of the box is to burn it down, stomp on it, and sell them fragments as souvenirs.
Tom