ExploderWizard
Hero
I'm curious how those of you who don't agree with the way the games are run approach your own games. "I don't agree with this" and "This isn't how I like my games" is too vague if you don't talk about what you like in games, so here are some questions:
1. What types of game do you run?
2. What is the overarching goal of your game? What feel do you want and what experience should your players have?
3. Most importantly, what steps do you take to change the way the game plays, and in what way do they contribute to your goal?
1. What types of game do you run?
I run games primarily for guys I have been gaming with for 10-20 years. We are all adults with decent attention spans. Balance is achieved over the course of a campaign. Everyone gets a chance to come to the forefront and be the star but not everyone at every session and certainly not everyone in each round of combat. Balance for us isn't needed on a round to round basis because we are mature enough to understand that our turn will come. We are not dogs and we understand the concept of time and that there is a future.
2. What is the overarching goal of your game? What feel do you want and what experience should your players have?
The overarching goal is to hang out with good friends, roleplay our characters and have a good time. The feel for the overall campaigns in most cases is the zero to hero sensation. Taking a character from humble beginnings with modest accomplishments and reaching for greatness. The exact feel will depend on the type of campaign ( heroic, dark and gritty, evil characters, ect) but the player experience in all cases will be that there will be opportunity for action, problem solving, and appropriate risks and rewards. This includes actually enjoying a memorable character death.
3. Most importantly, what steps do you take to change the way the game plays, and in what way do they contribute to your goal?
If the game plays just fine and everyone is enjoying themselves there are no steps that need to be taken. If there are mechanics that the group feels are getting in the way of what we want, then we alter them or just decide to use a case by case ruling for things that don't come up often enough to need a defined mechanic. This contributes to our goal by spending little time fiddling with rules and more time playing.