IcyCool said:
As opposed to now, where you pull out your "Diplomacy sword" and engage in social combat. And if you tell your players that they should roleplay their way through the encounter rather than just rolling, you are apparently a bad DM.
Well, there's some
truth to that charge. Disallowing social characters from using their social skills is not much fun for the social character's player. And depriving the players of their rightful fun is characteristic of a bad DM.
Now, I personally think it's a lot of fun to make my Bluff/Diplomacy/Whatever roll, see how well or poorly my character did, and then role-play that result. What I don't care for at all, though, is having a DM claim the right to decide whether my
character succeeds or fails based on that DM's evaluation of
my "performance" as a player...which sounds to me like what you're proposing. I say good riddance to that school of gaming thought!
IcyCool said:
And don't even get me started on the inflated importance that the rules have taken on with the players now. Before, things not covered in the rules were up to the GM,
Still are. It's just that there are a lot fewer things uncovered by the rules (and that's a
good thing).
IcyCool said:
and so players generally had less of a problem with the GM's ruling. Now, I've seen players get belligerent with GMs on what should be happening in the game, or they feel somehow cheated if the GM were to make a GM call instead of using a rule.
If the DM isn't playing by the rules, I'd say they have every right to be upset. And if the DM doesn't know the rules well enough to run the game without breaking them, maybe he shouldn't be DMing.
Sure, there will be times when the DM is doing things a different way for perfectly good reasons that the players don't know about. But in those cases, all the DM has to say is: "Thanks, Bob. I know that's the usual rule, and there's a reason it doesn't apply in this situation." A player who continues to bitch after that
is a jerk. Rarely does that happen, however. IME, it's usually that the DM didn't know the rules very well, and gets angry when a rules-savvy player calls him on it.
The bad old days of players having to suck the DM's $&%#@! to get a favorable ruling are gone. Power--in the form of clear and consistent rules--has been stripped from the tyrannical DMs and redistributed to the players. Huzzah!
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