Mark CMG
Creative Mountain Games
BTW on topic of Monte Cooke, I think he has a good sparky brain and he will do D&D a lot of good.
There's no doubt about that!

BTW on topic of Monte Cooke, I think he has a good sparky brain and he will do D&D a lot of good.
I've been called arrogant for saying this but...Because once you get a player, or multiple players, who don't particularly enjoy not being able to contribute anything important to a combat, the problem shifts to a clear "Hey, I am often running combats that some of my players are not enjoying."
Taken to an extreme "everyone contributes" just becomes the Incredibles line: "Everyone is special means no one is special". I don't think anybody's game goes to that extreme. But I don't see any value in moving any distance toward that. If a DM's game NEEDS everyone constantly contributing in order to have fun, then that DM has OTHER elements of DMing that could be improved. And if they use constant contribution as a means of covering the other issues, then (a) that just moves problems around and (b) that cover takes away from making progress in the weaker areas.
I don't think anybody's game goes to that extreme. But I don't see any value in moving any distance toward that. If a DM's game NEEDS everyone constantly contributing in order to have fun, then that DM has OTHER elements of DMing that could be improved.
The player decides what is meaningful, what he wants to participate in, when it would be more fun to take part in a scene and when it's more fun to sit out. I'm saying that it is not a good thing for the system (or the DM) to make those decisions for him. It's a gameable thing, and a good group can get around it, particularly if that's where their expectations lie, but I absolutely think a game system can do better than that.
I don't think we're talking about the same thing. You're talking "NEEDS everyone constantly contributing", and I'm talking "there should always be an opportunity for a player to contribute." I'm not, and have never been, talking about mandatory participation. I'm talking about never telling a player -- with a personal ruling or by pointing to the rules -- "You should not bother trying to contribute here, this portion of the game is not for you."
The player decides what is meaningful, what he wants to participate in, when it would be more fun to take part in a scene and when it's more fun to sit out. I'm saying that it is not a good thing for the system (or the DM) to make those decisions for him. It's a gameable thing, and a good group can get around it, particularly if that's where their expectations lie, but I absolutely think a game system can do better than that.
No, it doesn't. "Meaningful" has two common meanings vis-a-vis D&D as I see it:When the issue of player participation comes up, the word meaningful gets tossed around quite a bit. In the context of what is being talked about, meaningful equates to having as equal an effect on something as anyone else.
Can you give me an actual example of that?I don't think we're talking about the same thing. You're talking "NEEDS everyone constantly contributing", and I'm talking "there should always be an opportunity for a player to contribute." I'm not, and have never been, talking about mandatory participation. I'm talking about never telling a player -- with a personal ruling or by pointing to the rules -- "You should not bother trying to contribute here, this portion of the game is not for you."
But what if a character has a concept like a stupid warrior. If the adventure shifts to a focus on investigation, doesn't it make sense that when the party is analyzing clues, that is something he wouldn't contribute to? Maybe they need to rough someone up down the road and that is his moment to shine. But if you design the game so everyone has the opprtunity to shine at every given moment, the game loses a lot of texture.