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Power Gaming: the result of leveling power driven design
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<blockquote data-quote="ClaytonCross" data-source="post: 7435507" data-attributes="member: 6880599"><p>As for #1, You know the examples I gave under number 1 have actually happened in games I played and my first reaction was the same as yours... however I then realized... we all had fun during the session. The GMs strong suite is role playing story so while under cutting a players abilities was not a great moment nor are the often one enemy fights with "over powered" enemies that mostly just have way more health then they should the GM doesn't spend much time on them and focuses on what the GM enjoys and they are good at... the GM is good at the world building narrative role play. This however would not have been the case if the player bogged down the session and caused a seen on how it was unfair, so I am not saying its going to work at most tables but if the Group and GM have fun... the GM has done his job. Now I don't think respecting those player choices or making more interesting multi enemy fights would do anything but improve the GMs "game" sort of speak (and something I have poked that GM gently about on occasion) however I do think pushing the GM into something they don't enjoy also has a tendency to bring down the mood of the table. So maybe you are a beater GM and can handle more but I think my GM has time restrains of working on a Masters Degree, Children, a wife, and a full time job in an adult world of responsibilities and has to prioritize the elements of play he can prepare in the time he has... with that in mind he will generally make more progress on what he enjoys and if we are all still having fun we will all still show up and play. </p><p></p><p>#2 you are correct, but I also find that as I get older (I am 36 now, almost the youngest at the table) I actually find it harder to find players WHO CAN MAKE IT REGULARLY, lol. As adults we all have stuff going on, some work, some family, and some just its time to get car insurance, car inspection, taxes, a friend is sick or needs a hand type of things that just have to take priority as well as just having different working schedules so their is very real limit on the number of players we can get together... In my case I also have to add that I am working over seas with others working overseas in a country that does not speak English.... so I am lucky to have a group at all. With that said, while we have had a conflict or two, we usually fix the conflict by one player changing their character role in the group 99% of the time it is when two players try to fight for the same job that someone gets mad and want the other player to back off. Group planning has pretty much stopped all player issues. As you said anyone who tries to be "best at everything" becomes master of none as a result of the cost to everything we pretty much always fine a role for someone ... Its adding new players without planning that generally causes problems... until the next campaign. At least that is may experience.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7435507, member: 6880599"] As for #1, You know the examples I gave under number 1 have actually happened in games I played and my first reaction was the same as yours... however I then realized... we all had fun during the session. The GMs strong suite is role playing story so while under cutting a players abilities was not a great moment nor are the often one enemy fights with "over powered" enemies that mostly just have way more health then they should the GM doesn't spend much time on them and focuses on what the GM enjoys and they are good at... the GM is good at the world building narrative role play. This however would not have been the case if the player bogged down the session and caused a seen on how it was unfair, so I am not saying its going to work at most tables but if the Group and GM have fun... the GM has done his job. Now I don't think respecting those player choices or making more interesting multi enemy fights would do anything but improve the GMs "game" sort of speak (and something I have poked that GM gently about on occasion) however I do think pushing the GM into something they don't enjoy also has a tendency to bring down the mood of the table. So maybe you are a beater GM and can handle more but I think my GM has time restrains of working on a Masters Degree, Children, a wife, and a full time job in an adult world of responsibilities and has to prioritize the elements of play he can prepare in the time he has... with that in mind he will generally make more progress on what he enjoys and if we are all still having fun we will all still show up and play. #2 you are correct, but I also find that as I get older (I am 36 now, almost the youngest at the table) I actually find it harder to find players WHO CAN MAKE IT REGULARLY, lol. As adults we all have stuff going on, some work, some family, and some just its time to get car insurance, car inspection, taxes, a friend is sick or needs a hand type of things that just have to take priority as well as just having different working schedules so their is very real limit on the number of players we can get together... In my case I also have to add that I am working over seas with others working overseas in a country that does not speak English.... so I am lucky to have a group at all. With that said, while we have had a conflict or two, we usually fix the conflict by one player changing their character role in the group 99% of the time it is when two players try to fight for the same job that someone gets mad and want the other player to back off. Group planning has pretty much stopped all player issues. As you said anyone who tries to be "best at everything" becomes master of none as a result of the cost to everything we pretty much always fine a role for someone ... Its adding new players without planning that generally causes problems... until the next campaign. At least that is may experience. [/QUOTE]
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