Iron Heroes threaten my GM style of low magic items...

Voadam said:
There is nothing unreasonable in a DM saying "I appreciate that you want me to run IH or increase the magic items in my D&D game, but I'm happy running my low magic D&D campaign and not interested in running a different campaign, so I'm not running a different campaign. If you think the game is not fun then I'll understand if you don't want to keep playing it, but this is the game I'm running."

There's nothing unreasonable in saying that *at the start of the campaign.* But as a DM, I can't live in my ivory tower either and ignore my players. If they're not having fun with my style, then it's time to examine it. If I say that at the start of the game and over half my players leave, that's a problem too.
 

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Varianor Abroad said:
There's nothing unreasonable in saying that *at the start of the campaign.* But as a DM, I can't live in my ivory tower either and ignore my players. If they're not having fun with my style, then it's time to examine it. If I say that at the start of the game and over half my players leave, that's a problem too.

As with many things, it depends. If you have six players and three of them leave but the other three are happy as claims, is it still a problem?

If you made it clear from the start that you're only comfortable running X but they want Y, should you run Y? I'd say no.

I've been in many situations with the Champions setting where the characters wanted dark and brutal action. They died because I run the villians more intelligently when the matter is dealing death. That player's weren't happy at that point either with all those dead characters but as I wasn't comfortable running that sort of campaign in the first place, it didn't bother me to kill them.

There are times to evaluate the game and see how it's going. However, during those times, it may be time to admit that you need to step down and let someone else run, as opposed to changing your own style.
 

I didn't say change it Joe, I just said examine it. :)

Which is why your point about stepping down when appropriate is dead on. And if you start out and 3 leave but the others have a good time, that's cool. But the thread originator isn't in that situation.
 

Varianor Abroad said:
I didn't say change it Joe, I just said examine it. :)

Which is why your point about stepping down when appropriate is dead on. And if you start out and 3 leave but the others have a good time, that's cool. But the thread originator isn't in that situation.

Well, there's not much point in examining it if you're just doing it to examine it. It's like weight loss. Lots of people, myself included, often talk about how we need to lose weight but then don't follow up on the lifestyle changes needed. It's why I like RPGs. Easier to manipulate then the old weights!

I examine my own GMing many times, but it's usually not for player issues. It's to insure that I'm meeting my own goals. For example, i nteh Shackled City game I'm running, I want to see how some of the Weapons of Legacy work out and if the players will go for them despite the penalties and if any of them take the PrC in the class to augment the weapon's abilities.

I'm not just starting them off with it though, but using some of the preprovided encounters. To do it logically then, I have to find the spot in the game that matches the encounter, or modify the encounter.

When DMing, self-appraisal is a vital skill that can keep you honest.
 

Von Ether said:
I've got some players who are getting a tad too insistent that I consider using Iron Heroes, saying it will free the "game" from dependence on magic items ... in a campaign where my players complain they don't get enough of what ... you guessed it, magic items.

If I ran DND RAW, this might have some credence, but I use "mission-based" XP instead of encounters, and do a lot of eyeballing on the CR system (which I consider to have less weight once you allow 3rd party products, which I have on a case-by-case basis.) There are two magic items in a group of six 9th level PCs, no TPK yet. We have had people get into single digit hit points near the end of the fight and then they complain my fights aren't tough enough.

I see magic items as another form of tweaking for my campaign. The idea of instilling all those bonuses into innate abilities/tokens for the PCs means I have to run my game more by the rules than I do, when it's not really neccessary for my style.

So from my viewpoint, I'll be taking any promtion of Iron Heroes with a grain of salt from players. It might not be the "game" they're thinking about when they talk about being dependent on magic items.

The real question here is what is the party composed of. If the party is only non spellcasting people, than cutting the magic items is no biggie. However if you have half casters, and half fighters/rogues then the mundane folk are getting boned, unless you are restricting the casters harshly. At 9th level spellcasters are some pretty seriously powerful folk. They're throwing around flame strikes, teleport, walls of force and some pretty hefty stuff. A fighter , without any enhancement, is hitting things twice a round for fair damage(best would be around 2d6+8 or so+11 if raging) . Sure, they will have a good number of feats, but nobody can fool themselves into thinking feats are a match for spells.

The thing about 3rd Ed which is nice is that it does pursue balance to make all the players avoid fifth wheel status. However the whole system ends up having to work together to achieve this. If you start fiddling with certain aspects, you will upset this balance and have to adjust even further. Now maybe the complainers are just twinks, but it is also possible they they are getting the short end of the stick.

buzzard
 

Voadam said:
D&D can handle low wealth at high levels. It can handle different base score stats, solo partying or huge 12 people parties. It can handle vastly disparate levels among a party,

I've played in games where the party ranged from 1st to high 30s for levels, and everybody had fun.

I'm playing in a game right now where my solo 15th level character has lost all his stuff but is in the process of taking his revenge and taking out bad guys in a hit and run style campaign of assaults, and I'm enjoying it immensely.

These are example of NOT playing D&D. D&D's assumption is: kick the monster's ass, loot their bodies, sell the bad stuff and buy better stuff. You may use D&D's system (class, level, items, skills, mechanics, etc) but if you do not do what you find weird there:

I find the entitlement attitude of "I'm X level, I should have X amount of magic items, and be able to handle X CR challenges, just because we are playing a D&D game" very wierd. D&D and adventures in D&D have always been capricious, with every world being different, and conditions very fluid as there are plenty of in game effects to bring characters down and break their stuff or screw with their powers.

What you are doing is "drifting". It usually requires a lot of rework unless players still have fun while their characters are being inefficient. Inneficient characters is not 3E. It could be arguably 2E and/or 1E. But it's not 3E.

The defaults are guidelines and provide a good balance, when a DM changes those defaults he should just be aware of the effects this will have and plan accordingly. Throwing lower CR challenges at parties is not that big a deal, and having lower than suggested wealth does not show a huge need to switch systems.

I agree. But it's like playing guitar. You could play a 50$ guitar and be the greatest player around and sound wonderful. But you would sound WAY better playing a 5000$ guitar. Like playing a game in which's assumptions match your playing style. It's like running in sandals. It can be done and done very well but a good runner will run better then himself if he runs in running shoes rather than sandals!

If playing styles mismatch among players, usually, you're screwed.
 

Von Ether said:
I've got some players who are getting a tad too insistent that I consider using Iron Heroes, saying it will free the "game" from dependence on magic items ... in a campaign where my players complain they don't get enough of what ... you guessed it, magic items.

If I ran DND RAW, this might have some credence, but I use "mission-based" XP instead of encounters, and do a lot of eyeballing on the CR system (which I consider to have less weight once you allow 3rd party products, which I have on a case-by-case basis.) There are two magic items in a group of six 9th level PCs, no TPK yet. We have had people get into single digit hit points near the end of the fight and then they complain my fights aren't tough enough.

I see magic items as another form of tweaking for my campaign. The idea of instilling all those bonuses into innate abilities/tokens for the PCs means I have to run my game more by the rules than I do, when it's not really neccessary for my style.

So from my viewpoint, I'll be taking any promtion of Iron Heroes with a grain of salt from players. It might not be the "game" they're thinking about when they talk about being dependent on magic items.


If you can't run that sort of game then don't. Just tell them you're happy with the way things are and that you'll keep on doing exactly what you want to. If they don't like it they can leave.

I might well leave in that postion, but I'm not short of potential gamers. Also tend to find low magic games generally not my type of fun. Really depended how irritating the game was.

Surely, if someone leaves from a game they really don't like, then things are better for everyone involved?

It's pretty dictatorial, but some GMs are like that. And some of them are pretty good. Not my style, but what the heck?


I do agree with some of the other posters. Why not run a mini game/one off of the type of game they want. Never know, it might even be fun?

Worked for our current GM. He moved from an ardent low magic guy to a more RAW type of gaming. Think he was suprised by how well it worked... our one off delve into Rappan Athuk turned into a fantastic long running campaign.

Just don't give in to the dark side. Someone I know ran a one off with changes his players wanted. But deliberately hashed it up to prove his point right. Ended up in a very heated argument, yelling and bruised egos. Hmmm. It was a learning experience and I'm not going to try that kind of DMing again. :o
 

Bastoche said:
These are example of NOT playing D&D. D&D's assumption is: kick the monster's ass, loot their bodies, sell the bad stuff and buy better stuff. You may use D&D's system (class, level, items, skills, mechanics, etc) but if you do not do what you find weird there:


Playing D&D with less than or more than the default four players is not playing D&D?

A character whose stuff is above or below the wealth guidelines is not playing D&D?

Having a character die and get raised but lose a level, or having one who is energy drained, or gain a curse of lycanthropy that adds an LA so he is not the same level as the rest of the party changes the game from playing D&D to not D&D?

I disagree with you.

None of these mechanical balance issues prevents a game from still being about killing things and taking their stuff.

Your narrow view of D&D seems to be 1) uses the D&D system, 2) requires a completely balanced party along the default guidelines that advances at the default rate, and 3) requires a play style of kill the monster, loot his (default level) stuff, and sell and buy stuff to upgrade.
 

The CR adjustment to players made by dying + raise dead or turning into a lycanthrope (from which you should normally get cured BTW) is D&D. It's punishment (or reward) for taking risks and "winning" or "losing" during that gamble. It's very 3E in certain contexts.

Voadam said:
Your narrow view of D&D seems to be 1) uses the D&D system, 2) requires a completely balanced party along the default guidelines that advances at the default rate, and 3) requires a play style of kill the monster, loot his (default level) stuff, and sell and buy stuff to upgrade.

It's not my narrow view. It's the "narrow view" of the designers.

The 3 points you point out are exactly the foundations of the whole 3E system.

"D&D" Is a meaningless expression. It's a brand name. A brand name assiciated with 3 different version of the game Gygax et co. created years ago. Heroquest is runequest 2nd edition (IIRC) yet runequest is not heroquest and vice versa. From edition 1 to edition 2, they changed radically the gaming style. Same for the various editions of shadowrun.

There is many aspects to a game. There's the mechanic system, there's the "playing style", there's the setting, etc. Two groups of people could be playing two very different games both in the forgotten realms setting. They could be different because they use different rule set. For example one groupe could use GRUPS, the other true20, another one D&D 2E and the other D&D 3E and they would all necessarly not play the same game. They could even play the same "story" and yet not play the same game.

3E assume a certain "playing style" which I defined above (killing monsters, looting, selling rebuying and repeat until the characters retire). 1E had a similar gaming style though more narrow. It was "get in the dungeon, slay the monsters and llot the place; repeat". 2E went in a completely different direction. That's why 2E doesn't feel like 3E or 1E. 1E doesn't feel like 3E because it had an identity crisis. It wanted to be 2E and 3E at the same time and it was two incompatible gaming style.

So the presence of a lot of magic, elves and orcs paladins and beholders is not what makes "D&D being "D&D". At least not in and of itself. It's the gaming goal of the players. In some games, the "obstacles" or "challenges" could be "addressing inner conflits of the (player-) character". It could be "simulating the reality of an alternate universe" or it could be "becoming the most powerful character in the world by facing impossible odds ("odds" being monsters, traps, plots,etc)". Each of these 3 playing style could be played using the 3E rule set and yet none of them might be what I refer to as "D&D". And among each of these 3 suggestions holds many substyle. One of the substyle of the third example is D&D 3E. One of the second example is D&D 2E. And there is very few example of the first (addressing inner conflicts).

Then there is the assumed level of power of the GM. The assume predisposition each player should have toward character creation, etc. In D&D 3E, it is assume that the game is to be played with 5 participants. One is GM who is to provide challenges in the forms of monsters, traps, plots, etc. The other 4 are assumed to create each one an efficient character of one of the "core" mandatory classes. One fighter (or barbarian/ranger/paladin), one cleric(or druid), one mage (or sorceror) and one rogue (or bard or arguably monk). The players' goal is to become efficient at bashing monsters since the reward system is all about overcoming "gambling" challenges. In counterpart, the GM is assumed to provide challenges that will be sufficiently tough (to pay well in XPs and magic item, the currency of the system) yet not too much (as portrayed by the cost in currency for an equal level CR encounter. Cost in currency is wasting wands, potions, scrolls, XP for powerful spells of XP by loss level due to dying). While facing these challenges, it is assuming that the DM will provide a story. That's 3E D&D. Anything beyond that is just another game using the same rule set in the same setting.

GRUPS, on the other hand, assume that each player will play credible character for their universe. That they will play them according in in-game logic with as less meta game thinking as possible. It's a simulation game.

The riddle of steel for example provides a quasi realistic combat system. If you play that game as a simulation, you die too often. If you play it like you should with spiritual attributes and all that, then you are playing a totally different game!

Now what is D&D? It what your group wants it to be. However, the designers wants you to want it to be something precise. And that precise thing is what I've described so far. If you do not want to play like the designers wants you to play, fine! (as long as all the players around the table agree to play the same style) but then it's not D&D anymore and there are other systems (running shoes) out there better suit to different gaming style.

I personnally thing the real reason why poeple drift away from "D&D" yet style use the same old rules set is due to lazyness. No, it's not because 3E is the simplest system out there, because by far it's not simple. It's highly complicated. It's because everybody knows it and it has a name with history. Just like fender or gibson guitars. Yes you could play jazz on a les paul and a mesa-boogie rectofier but there's other brands out there better suit for that style of music. Who's with the narrowest mind?
 

Bastoche said:
These are example of NOT playing D&D. D&D's assumption is: kick the monster's ass, loot their bodies, sell the bad stuff and buy better stuff.
I think you are mistaken. Check out 'Styles of Play' (starting on page 7 in the 3.5 DMG) before stating that you know what "D&D's assumption" is.


Bastoche said:
If playing styles mismatch among players, usually, you're screwed.
My own experiences lead me to disagree here. I regularly play and run stuff with a variety of playing styles represented. It's all good, so long as everyone has (and uses) the opportunity to immerse themselves in their character, and most of all have fun doing so.
 

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