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<blockquote data-quote="S'mon" data-source="post: 8428607" data-attributes="member: 463"><p>Yes. It does not seem wildly implausible to suggest that 80% of players are basically trustworthy. IME for GMs it might be higher, but again not implausible to suggest that around 20% of the time a GM will do something at least one player feels is violating the perceived social contract. The GM I played Savage Worlds with, he applied the rules system fairly*, but he tended to ignore my female PC, which I started to suspect was because he didn't much like a male player playing a female PC. Or the 4e GM who fudged wildly to keep the PCs alive in his ridiculously OTT encounters, also lost some trust.</p><p></p><p>If there are 4-5 players at the table and 1 GM, it's far more likely that at least 1 player is not trustworthy. So it can be rational to - by default - not fully trusting players, while trusting the GM until proven otherwise. And since the game likely needs player trust in the GM to function, it's also necessary to play at all.</p><p></p><p>Edit: I pretty much trust all my current players, but they're a curated bunch. I stopped playing with the ones I didn't trust! When you run a lot of public open-access games, I think you do get a roughly 80-20 ratio. Although it seems to vary a bit by rules system. When I switched from 3e to 4e, there suddenly seemed to be far less player bad behaviour. 5e seems good for engendering good behaviour too. Something about 3e (& PF) seems to bring out the worst in some people. :/ I had a bit of a bad experience running a BECMI/Classic campaign too, but that was just one couple so not a meaningful data point.</p><p></p><p>*Actually, I recall him ignoring my female diplomancer PC's attempt to dissuade the biker gang from capturing the PCs, while letting the rather munchkiny male fighter PC's attempt succeed. I had built the PC for exactly this kind of situation, even knowing it likely wouldn't come up much in a zombie apocalypse game, so I was pretty p*ssed off.</p></blockquote><p></p>
[QUOTE="S'mon, post: 8428607, member: 463"] Yes. It does not seem wildly implausible to suggest that 80% of players are basically trustworthy. IME for GMs it might be higher, but again not implausible to suggest that around 20% of the time a GM will do something at least one player feels is violating the perceived social contract. The GM I played Savage Worlds with, he applied the rules system fairly*, but he tended to ignore my female PC, which I started to suspect was because he didn't much like a male player playing a female PC. Or the 4e GM who fudged wildly to keep the PCs alive in his ridiculously OTT encounters, also lost some trust. If there are 4-5 players at the table and 1 GM, it's far more likely that at least 1 player is not trustworthy. So it can be rational to - by default - not fully trusting players, while trusting the GM until proven otherwise. And since the game likely needs player trust in the GM to function, it's also necessary to play at all. Edit: I pretty much trust all my current players, but they're a curated bunch. I stopped playing with the ones I didn't trust! When you run a lot of public open-access games, I think you do get a roughly 80-20 ratio. Although it seems to vary a bit by rules system. When I switched from 3e to 4e, there suddenly seemed to be far less player bad behaviour. 5e seems good for engendering good behaviour too. Something about 3e (& PF) seems to bring out the worst in some people. :/ I had a bit of a bad experience running a BECMI/Classic campaign too, but that was just one couple so not a meaningful data point. *Actually, I recall him ignoring my female diplomancer PC's attempt to dissuade the biker gang from capturing the PCs, while letting the rather munchkiny male fighter PC's attempt succeed. I had built the PC for exactly this kind of situation, even knowing it likely wouldn't come up much in a zombie apocalypse game, so I was pretty p*ssed off. [/QUOTE]
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