Belen
Adventurer
Do the rules and the edition support the following?
Powergaming: I am "optimizing" my character by taking 5 different classes, but it is okay because I have a theme. I have noticed that a lot of people created a character as a set of abilities rather than...well...a person.
Player versus GM: The GM tells a person that they cannot do that. The player responds by quoting the latest rulebook. I know that rule zero is in place, but you have to pick and choose the material and you may approve something for one person and say no to the next. There is more than a little conflict here and it's like a GM is stuck in a hot spot no matter what choice he makes.
Burnout: Is it just me or does this seem like a greater issue than in the past? It almost feels like the industry supports the players above the GMs. To compete (or make the game challenging), a GM has to keep up with the same information as the players. However, the players keep track of one character and optimize the heck out of them, while a GM must do this over and over again to keep up.
So is optimization a trap? What can we do to make things less complicated while keeping within the framework of the game?
What do you, as GMs, do to avoid some of the issues above?
Just wondering how other people find their happy place.
Dave
Powergaming: I am "optimizing" my character by taking 5 different classes, but it is okay because I have a theme. I have noticed that a lot of people created a character as a set of abilities rather than...well...a person.
Player versus GM: The GM tells a person that they cannot do that. The player responds by quoting the latest rulebook. I know that rule zero is in place, but you have to pick and choose the material and you may approve something for one person and say no to the next. There is more than a little conflict here and it's like a GM is stuck in a hot spot no matter what choice he makes.
Burnout: Is it just me or does this seem like a greater issue than in the past? It almost feels like the industry supports the players above the GMs. To compete (or make the game challenging), a GM has to keep up with the same information as the players. However, the players keep track of one character and optimize the heck out of them, while a GM must do this over and over again to keep up.
So is optimization a trap? What can we do to make things less complicated while keeping within the framework of the game?
What do you, as GMs, do to avoid some of the issues above?
Just wondering how other people find their happy place.
Dave