Maggan
Writer for CY_BORG, Forbidden Lands and Dragonbane
How is theis different from before?
Thank you for your interesting posts. One question on the above that I quoted.
Is this really that much different from before?
As long as I have been rpg:ing there have been DMs (or GMs for other games) that have felt uneasy about changing rules, that lock themselves inside a rule structure and feel disempowered. Since many RPGs are of the mojo kind, where stuff is made up more or less on a whim and with a gut feeling of balance (at least the games I have in my shelf, YMMV) there are bound to be a lot of GMs out there not knowing really what effect any given aspect has on the game structure as a whole.
I think this is one of the driving forces behind people trying new systems, we want to fill a need we don't see the other game (or edition) filling. So it's not really, I think, something that sprung up with D&D3e or d20.
Still, I'm all for more DM advice! Bring on the DMGII!
Cheers!
Maggan
Campbell said:The d20 market, and a reliance on designers who did not partake in the initial design of 3e has in a number of ways forced DMs to become ametuer game designers. Market forces when combined with the strong language evoked in the DMG has caused a feeling of DM disempowerment in some segments of the community. As it currently stands, disenfranchised DMs do not have the right tools to retain control of their games, to play D&D in the way they want to play it. They do not know how to look over a feat, a new rule, a magic item, monster or spell and judge its viability for their games. They are dealing with player pressure and market pressure. They need meaningful guidance on how to deal with these factors, while maintaining a sufficient level of game balance. We have HEROization without HEROized GMing advice, and this has become problematic.
The more I think about this matter, the more I believe it deserves its own thread.
Thank you for your interesting posts. One question on the above that I quoted.
Is this really that much different from before?
As long as I have been rpg:ing there have been DMs (or GMs for other games) that have felt uneasy about changing rules, that lock themselves inside a rule structure and feel disempowered. Since many RPGs are of the mojo kind, where stuff is made up more or less on a whim and with a gut feeling of balance (at least the games I have in my shelf, YMMV) there are bound to be a lot of GMs out there not knowing really what effect any given aspect has on the game structure as a whole.
I think this is one of the driving forces behind people trying new systems, we want to fill a need we don't see the other game (or edition) filling. So it's not really, I think, something that sprung up with D&D3e or d20.
Still, I'm all for more DM advice! Bring on the DMGII!
Cheers!
Maggan