Majoru Oakheart said:
To me, that's just wrong. All people make mistakes. All rules you come up with are not going to work for all people in your group. The point I was making is that as a group, we've always found it easier to accept some third party's rules on how to do something. (I think mainly because there was no one around to blame for the rules being stupid. If I made them up, all my players would feel that all they have to do is make the right arguement to me and the rule would go away)
And what's wrong with that? They make their argument--politely and succinctly--and you consider the new facts (if they actually are new to you), and either change your ruling, or don't. An dthen you get on with the game. We do that all the time. Sometimes it's a rules matter ("The wemic hits you for--" "hey! I got a 38 on my hide check! how'd he spot me?" "sorry--forgot about that. let me see. <roll spot check> you're right--no way he'd know where you are. So, who
would he try and attack?..."), sometimes it's a reality matter ("i'm going to saw through the bars with my jeweler's saw" "ok, that'll take...a minute" "actually, it'd probably be more like 5min with just a jeweler's saw" "oh. ok. 5min it is."), and sometimes it's a style/assumption issue ("i'm going to run up, grab the flask, then dive out the window and bounce off the tent awning" "ok, that'll be an attack roll, and an opposed str check, and a tumble check next round for the jump/landing" "really? i figured i could do all that as part of one action--it's not really an attack, just grabbing the flask for show. OK, in that case, skip the flask, i'm just going out the window"). Doing it this way, the rules are what *everyone* wants, not just the GM -- or the game designer.
Mind you, if it's easier for your group(s) to have a neutral third party do the deciding, that's cool--it's your game. I'm just pointing out that there are groups out there that are able to resolve these things without needing the rules to spell it out--and without it devolving into arguments or hurt feelings or stupid rulings.
I might be able to make up a good rule on the fly, I might not. I've just had too many experiences where a DM made up a rule on the fly that ruined the entire session for me because of how dumb it was. The DM had no idea whatsoever, though. He was convinced he knew everything so obviously his rule was the best one. I talked to the players after the game, they all felt the same way, but they told me that they had gotten used to the DM doing that and in order to have fun you just had to put it behind you.
Yep--bad rules, and a stubborn GM, are not a good mix. But there's a lot of middle ground between that and playtested-and-published official rules. While bad rules decisions can ruin a game, so can bad non-rules decisions (the sort that are as much tehre in crunchy games as rules-lite games.
Conversely, let my trot out a little story that i've frequently used as an example. All you old-timers, you can skip to the point at the bottom of the post.
Several years ago, i was playing in a generally-excellently-run D&D game (AD&D2, with the various Complete ... books, if you need to be specific). For quite some time--at least a year or two--
the recurring villain had been this sadistic, vengeful, torture-loving bastard. He was played fairly convincingly, so much so that i realized i needed to retire my character because i wasn't able to have fun. I was too attached to the character, and his current abilities, and all his stuff, so i was too busy being worried about him not getting mutilated or abused to get into the game. On top of that, the character was someone who, faced with such a nasty enemy, would run and hide, rather than adventuring. So, given the opportunity (essentially a wish), that's exactly what i had him do.
Thus giving me the opportunity to introduce a character suited to the mood of the game. See,
i didn't object to the nastiness in the game--i just couldn't enjoy it through the character i'd been playing. So, with the GM's permission, we figured out an appropriate character to fit into the game. In this case, a revenant lizardman ranger/psion. Roughly in line with the other characters (since he could never gain any more levels, the GM let me roll my level, with a small chance of being higher than the rest of the party). It seemed to me like a perfect fit for the campaign: he had a specific grudge against the Big Bad that had been the focus of 75-90% of our adventures so far; he had acid [Big Bad's favored torture method] immunity and regeneration, allowing him to take a licking and keep on ticking, and me to enjoy the game without worrying about my character being maimed in a way that would spoil him for me; he had the ability to find the Big Bad [revenant] and some powers to help get to him (ranger and psionic travel stuff); and, perhaps most importantly, he really didn't have any way to seriously harm the Big Bad. Oh, sure, he could wail on him for a while with his magic sword, but we knew from experience that the Big Bad was well hitpointed, had pretty awesome AC and other protections, and could pretty much teleport at will. So, i thought i had the perfect set-up: a character focused on the existing, apparently undefeatable, Big Bad, and an opportunity for some great RPing, because the revenant basically ain't gonna quit until he wins, and basically couldn't win--frustration, obsession, hate, all sorts of fun things. Plus, not much the Big Bad hated more than failing to get a reaction from his victims, so an unfeeling, regenerating "victim" should've pretty quickly made my character a special target, making the hatred and frustration mutual.
So, the first session that i play the new character, suddenly a different badguy shows up, and the other chars all go after him. Which was fine right up until the Big Bad showed up on my radar (i.e., was within range), at which point the revenant, of course, takes off after him (after failing to persuade any of the other chars to join him). [He was content to go along with the rest of the party on whatever quest, because he knew they were also particular enemies of the Big Bad, but not when his obsession was right near by. I kept that in mind when crafting his motivations--he wouldn't be restricted to only playing well with others when the Big Bad was involved, he just couldn't choose something else when the Big Bad was involved.] After a day or so of chase (fairly uneventful, since the Big Bad was tough, and my character was in shadow form, but he was faster), i finally catch up to him on a docked ship. I discover that, due to events that none of the PCs were aware of or had anything to do with, however tangentially, the Big Bad had been stripped of most of his magic items by some powerful creature we weren't even previously aware existed. He hides in the darkness; i have infravision. He gets the jump on me; i've got enough hitpoints. I attack. I roll a 20. I roll a 20 on the critical chart [houserules]. So i behead him with a single strike, instantly killing him. The first strike i'd ever, in-game, attempted against him. In fact, the first strike the character had ever attempted, period, even given his backstory [he was just a random victim, with no contact with the Big Bad before being slaughtered on a whim]. One of the things that had prevented us killing the Big Bad in the past was a belt that would explode if the wearer were ever killed, or the belt removed. And, just to add insult to injury, my character doesn't even go out in a blaze of glory--I have enough energy conversion to survive the blast. So, here's my revanant, rendered pointless in the first session by a fluke dieroll, and killing his nemesis in a completely unsatisfactory way. And, even if i wanted to keep playing him, i have to retire him--vengeance exacted, time to crawl back into his grave. Oh, and the Big Bad ended up coming back a few months later (i don't remember the in-game happenings that led to this). So i'd had to retire a character specifically crafted to fit into the campaign, and the reason for the retirement was later reversed.
Now, did the GM do anything wrong? Maybe. In hindsight, it's obvious to me that he should've fudged the roll. But, really, this one came down to a problem of communication and expectations. I thought i'd made it clear that i was (1) playing a character specifically crafted to fit into the existing campaign, and (2) that the whole point was playing a character
failing to exact revenge, repeatedly, against the object of his obsession. Or, at least, encoutnering the nemesis repeatedly and unsuccessfully before finally succeeding through a clever plan--not a fluke of luck. And certainly not through some 3rd party's actions. And then the GM, i'm sure acting on the best of intentions, abruptly changed the campaign in a radical way, and specifically changed the primary element that i'd hooked my character into. The GM either didn't believe in fudging where player dierolls were involved (or in fudging against the characters, perhaps), or misunderstood what i wanted out of the game (thinking that my player goal was killing the Big Bad, rather than attempting to kill the Big Bad). Or he thought/knew that the other players were sick of this villain, and saw my proposed character concept as the perfect way to tie up the loose end. Or i misunderstood the GM, and thought of the Big Bad as one of the primary foci of the campaign, when to the GM he was just some NPC. Or the GM and i had different ideas of success--i wanted a meaningful, difficult, hard-won victory
for that character, while he thought either that i simply wanted victory, or that the frustrations i'd endured with the previous character would carry over, making this victory meaningful. Or several of teh above. Or something else that i've not bothered to enumerate here because this message is long enough, or because i've just never thought of it.
It doesn't matter. The point is, due to no fault of the rules (other than following them--and, even then, it was as much how we got to the point where the rules were even used that was the problem), we had a horrible clash of assumptions that basically ruined the game for me. And the assumption clash was so bad--we so totally missed each others' points--that even after the fact another of the players had to explain it to him. I never bothered making another character or rejoining the game, even though all my friends (including my girlfriend) were playing in it weekly and it was *the* social activity of the week. I still consider that double-20 the worst roll of my gaming career [because it's the only roll i've ever made that spoiled my fun, rather than just causing an unwanted result]. I just couldn't get into the game any more. And i don't think it was a bad game, at all. I'd generally had a good time, and everyone else kept playing the game for years after that point, and still loved it. Most of the players raved about the game all the time. It converted several people to RPGs. He's still considered one of the best GMs around, years later, and there's almost-literally a waiting list to get into his games.