Sorry for the absence... We got a killer storm last night and the power was out; When it came back on, the DSL was still offline. Glad to see things are progressing though...
WayneLigon said:
In her words, it's like they were introduced to a gourmet meal after a lifetime of unseasoned rice.
This has got to be one of the most brilliant comparisons of the difference between CRPGs and table-top RPGs I've ever seen.
barsoomcore said:
And then, to address BD's point about my assertion that the notion that 3e makes implementing houserules difficult is silly:
<Me Quoted Here>
Well, we have very different experiences as to how hard it is to change the rules of 3e. I completely rebuilt the magic system, changed the armour rules, threw out all of the races and nearly all the classes, created a multitude of new feats and whole new core classes (not to mention my own Prestige classes) and threw it all together over a couple of afternoons and said, "Let's go!"
Sure, it didn't work so great at times but we've all had a blast and figured some things out along the way. I would never characterize the experience as "difficult".
Hmmm... I'd say my own difficulties stem from the fact that my setting was already so radically different from a standard 2E campaign, although 90% was simply a mix of various elements found in different 2E sources (most notibly being a single premise from the
Shaman accessory that inspired an entire cosmic-condition that shaped the game's themes and premises, but toss in
Al'Qadim Sorcery, PO:S&P Psionics +
Dark Sun expansions as a central feature of the setting rather than magic,
Planescape's "Belief=Power" theme meshing splendedly with the
Shaman concept that inspired the setting to begin with, etc.). Many of 3E's assumptions (such as Clerical channeling of Positive/Negative Energy based on alignment, free magic for Wizards leveling, Sorcerers spontaneously generating magic, Psionics new magicky-feel, the level of magic and availability as part of the rules, etc.) was all in contradiction to what we had built. It was tempting to stick with 2E (since the mechanics were 99% complete), but the actual improvement regarding mechanics (i.e., the d20 System) was too good to ignore or dismiss. I knew conversion would
improve my game
if I could get the concepts to mesh well with the mechanics, and
that hasn't been the easiest of tasks (although, admittedly, a career, constant relocation due to contracting, and 3 kids have likely been the primary reason for it taking so long to complete, and hanging out at message boards and posting thesis-long replies doesn't help either

).
However, my reference earlier wasn't so much about that but rather about the balance between different elements. For instance, I feel that death-cures are too readily available in 3E. However, their availability in the Core Rules is balanced against a multitude of insta-death effects that are also present (and which I
also feel are too readily available, particularly for the GM). Thus, to reduce, restrict, or remove one, you must be sure you have also reduced, restricted or removed the other in equal fashion or the game turns against the PCs (Die too easily, cured hardly ever). It's in tracking down these elements in-total and ensuring that the game remains fair and fun while performing these changes that is the difficulty.
Sure, having 23 years of gaming experience, it's going to be easier for me to do than for the GM with only 1-3 years experience (i.e., I can look at a rule and be 90% certain of its effects on game play). However, if said GM is strong-armed by players with a "play the way it's written or you'll have no group", than how does this GM get the experience necessary (which
includes a certain degree of trial and error) to discover these ramifications and get it right? Granted, it may be that many players would rather play than feel they've wasted their time with a faulty experiment that is a motivator (leaving the trial and error to "professionals" and their playtesters), but this attitude is also restricting the possibility of doing something different that can also be as much (if not more!) fun.
A little anecdote of my own... When 3E came out, I started "hanging" in the WotC chat room. I got in a debate there about how most of 3rd Edition's assumptions are simply the conditions of a single world and that the game engine could be extracted and applied to a multitude of other conditions. Many of the people in this conversation thought I was nuts. However, what do we have alongside 3E? The SRD, OGL, and d20STL, which allows fans and publishers to do
exactly what I was talking about (granted, they were already there, but I was as-yet unaware of that and no one in the chat room at that time seemed to know either or simply didn't mention it).
It's kind of ironic that one of the people that steadfastly argued
against what I was saying turned around 3 years later and released a highly-divergent setting (one that is growing in popularity due to its divergence). Not that I hold a grudge against said fan-turned-designer, I just found it humorous that things turned out that way. (And, yes, said person does post on these boards, so I won't name him specifically, but he knows who he is...

)
And unlike you, I've never encountered a player who wouldn't accept a DM's authority on their own campaign setting. I've maybe met players who weren't interested in the same sorts of settings as I am, but that's not the same thing.
Well, of the first group (not interested in the parameters), these folks are usually "filtered out" prior to entering the game. The feeling is often mutual and no one begrudges anyone else for it, and we part happily in pursuit of those game elements that interest us most (which, as far as I'm concerned, is how it
should be).
The second group (resisting the game world's conditions) often come from the "troublemakers" I described earlier: They feigned acceptance of these conditions just to be disruptive in-game. Petty? Yes. But also a waste of my time and the time of my fellow players, and often the cause of situations akin to "we'll pretend events C, E, and G from the last 3 sessions never happened" because C, E and G are the direct result of disruption rather than cooperative story-making.
A comparible anecdote of my own was a player that joined us while we were still using many of the Player's Options for 2E. Granted, the "main group" usually just added a few little tweaks and twists, but this guy went all-out with some of his choices. Throughout character creation, I constantly asked, "Are you sure? Is this what you want?" He seemed commited to his choices, which all centered around RP-hindrances and mechanical-boons. Later, when he started playing with the group, he came to realize that when we said we were more story-focused then combat-focused, we really meant it, and therefore all of his hindrances effected him
far more than his mechanical gains
ever benefited him (to which I believe that this was the intent of many of 2E's rules, although it was presumptive that everyone played that way, which was obviously incorrect).
"You folks are to advanced for me," was the reason he gave for leaving. I must admit to a little bit of disappointment, as I'd have hoped that he might have just reconsidered his character choices and made something more viable to the setting. But, in the end, it was his choice to leave, and I passed his name on to a few other people whom I felt his style was more compatible with (and thus far, to my knowledge, they've been gaming happily ever after).
By comparison, I had another individual join us that was rather routine with some of his actions, typically starting bar fights and a few instances of grand larceny. I allowed it to go at first, figuring the guy was having fun, but eventually there came a point where his exploits were having a detrimental effect on the rest of the group: 90% of a night was spent resolving a bar fight (which I usually had to stat-out on the fly), while the rest of the party (wanting to move forward in the plot, investigate, search, interogate, etc.) were sitting around being bored. Finally, after the 3rd instance, I pulled out a few high level Bounty Hunters that were looking for him. The player immediately got mad because I had determined that his actions (fighting, theft, etc.) would have ramifications (a bounty put upon him, arrest, interdiction from the Church, trial, and punishment) and stormed off never to return with an attitude reminescent of the "I'm taking my toys and going home" attitude of a small child.
And, of course, there was much rejoicing.