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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3738894" data-attributes="member: 710"><p>But there is more than just bad and not bad DMs. There are bad DMs who just suck at it. Rules can reduce the pain (because even bad DMs often follow the rules, and the players get to kick some ass, until the DM pulls out the "big guns")</p><p>There are good DMs. If the rules are lacking, they will make up with plot, pacing and cool NPCs that characters can interact with.</p><p></p><p>But there is also a middle ground. These DMs know how to use the rules (most the time), but sometimes they don't know well enough how to resolve a specific situation without them, especially not in a fair manner. Sometimes they feel forced to ignore the characters action or render them useless because they don't know what should really happen, and if the things implied by the players will be balanced or fair in any way.</p><p></p><p>Social Rules also have one advantage. Those players that are simply not good at acting/social interactions will rarely take a lot of joy in encounters involving them. But once you use rules for these types of encounter, it suddenly becomes "just" another type of combat. It becomes a role-playing GAME, it's not not just role-playing (like you might do in a psychology course or a management seminar), and not just a game (like Monopoly or Poker).</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3738894, member: 710"] But there is more than just bad and not bad DMs. There are bad DMs who just suck at it. Rules can reduce the pain (because even bad DMs often follow the rules, and the players get to kick some ass, until the DM pulls out the "big guns") There are good DMs. If the rules are lacking, they will make up with plot, pacing and cool NPCs that characters can interact with. But there is also a middle ground. These DMs know how to use the rules (most the time), but sometimes they don't know well enough how to resolve a specific situation without them, especially not in a fair manner. Sometimes they feel forced to ignore the characters action or render them useless because they don't know what should really happen, and if the things implied by the players will be balanced or fair in any way. Social Rules also have one advantage. Those players that are simply not good at acting/social interactions will rarely take a lot of joy in encounters involving them. But once you use rules for these types of encounter, it suddenly becomes "just" another type of combat. It becomes a role-playing GAME, it's not not just role-playing (like you might do in a psychology course or a management seminar), and not just a game (like Monopoly or Poker). [/QUOTE]
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