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RPG Evolution: Why Paper Beats Pixels
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<blockquote data-quote="VHawkwinter" data-source="post: 9877003" data-attributes="member: 7040136"><p>Indeed. It would appear very different life experiences have led to very different conclusions about how to GM to not ruin things for the players.</p><p></p><p></p><p>That sounds like juggling social chainsaws to me. Perhaps impressive if you make no errors, but a gruesome trainwreck if you do.</p><p></p><p>I've known several players over the years who would never be okay with the rules changing on them midsession.</p><p></p><p>And I sympathise with them, It feels like a real game-ruining rugpull when it happens. Although I didn't make a scene and quit the campaign on the spot when it happened at my expense like some of them have, I have had it happen badly enough once or twice to completely kill my investment and interest in the campaign. (GM made my vampire character Rotschreck in some situation they shouldn't have because they didn't remember the rules, I said that was not how the rule worked and told them to check the book, they said too bad they were running it how they were running it. A session full of negative consequences ensued. Next session before game I get a "Hey listen, we checked, you were right, none of that stuff last session should have happened, we're just going to retcon all of it and handwaive it like it never happened". But that was too little too late, I still had to sit through a miserable crap session because they couldn't be bothered to check the book, and then I got to deal with a retcon as 'the lesser evil'. I tried to look past it and after 4 sessions when I was still having 0 enjoyment I let them know I would be leaving the game) I've seen similar situations of player-misery-at-sudden-rules-change happen to other people over the last 25 years several times, and been to blame for a few of them when I was younger. Changing the rules in the middle of a session is something I would not be likely to consider without a unanimous vote of approval. So, when I GM, the players always have the right to object, and if there's a problem we can check the rules we agreed to. A rule can be overturned midsession if the whole group wants it, but normally only if the whole group wants it. Otherwise, any changes (which I try to avoid) will happen between sessions, in writing, with multiple days notice, and the option of a character rebuild if the change causes anyone a problem.</p><p></p><p>So, definitely opposite ends of the spectrum. So long as you aren't having miserable players with ruined game nights as a result of sudden rugpulls though, it's working out, I suppose. Or maybe you think those moments are infrequent enough that you're just not worried about them. I dunno.</p></blockquote><p></p>
[QUOTE="VHawkwinter, post: 9877003, member: 7040136"] Indeed. It would appear very different life experiences have led to very different conclusions about how to GM to not ruin things for the players. That sounds like juggling social chainsaws to me. Perhaps impressive if you make no errors, but a gruesome trainwreck if you do. I've known several players over the years who would never be okay with the rules changing on them midsession. And I sympathise with them, It feels like a real game-ruining rugpull when it happens. Although I didn't make a scene and quit the campaign on the spot when it happened at my expense like some of them have, I have had it happen badly enough once or twice to completely kill my investment and interest in the campaign. (GM made my vampire character Rotschreck in some situation they shouldn't have because they didn't remember the rules, I said that was not how the rule worked and told them to check the book, they said too bad they were running it how they were running it. A session full of negative consequences ensued. Next session before game I get a "Hey listen, we checked, you were right, none of that stuff last session should have happened, we're just going to retcon all of it and handwaive it like it never happened". But that was too little too late, I still had to sit through a miserable crap session because they couldn't be bothered to check the book, and then I got to deal with a retcon as 'the lesser evil'. I tried to look past it and after 4 sessions when I was still having 0 enjoyment I let them know I would be leaving the game) I've seen similar situations of player-misery-at-sudden-rules-change happen to other people over the last 25 years several times, and been to blame for a few of them when I was younger. Changing the rules in the middle of a session is something I would not be likely to consider without a unanimous vote of approval. So, when I GM, the players always have the right to object, and if there's a problem we can check the rules we agreed to. A rule can be overturned midsession if the whole group wants it, but normally only if the whole group wants it. Otherwise, any changes (which I try to avoid) will happen between sessions, in writing, with multiple days notice, and the option of a character rebuild if the change causes anyone a problem. So, definitely opposite ends of the spectrum. So long as you aren't having miserable players with ruined game nights as a result of sudden rugpulls though, it's working out, I suppose. Or maybe you think those moments are infrequent enough that you're just not worried about them. I dunno. [/QUOTE]
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