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The Culture of Third Edition- Good or Bad?

Altalazar said:
What would you do if you were in an area where you were lucky even to find a player, much less one who is somehow "perfect" for your needs? What if you need three or four players to run a game and you have only one and there are only one or two possible others? Would you just stop playing, or would you change your "interview" process?
I would rather not play than play with people I wouldn't enjoy playing with. Hence: I only play IRC at the moment with friends back in Texas.

Though to be honest, some of that is due to time and scheduling constraints. :o
 

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Bendris Noulg said:
Correct me if I'm wrong, but wasn't Kalamar a licensed product during 2E?

Kingdoms of Kalamar did exist as a fantasy RPG product in 2e days, but not as D&D. It was a generic non-system fantasy world produced by KenzerCo (I looked up ads in the back of old issues of Knights of the Dinner table where they advertised it to be sure). It was generic enough that the core 2e rules could be directly used with minimal tweaking, if any. However, it did not have any official license from WotC or TSR ever before 3e. When 3e came out they bought a "D&D" License and re-released the product.

I know a lot of people don't respect the Kalamar setting as "official" because while it carries the "Dungeons and Dragons" name, it isn't from WotC and it's core book has no system-specific mechanics that make the game "D&D". The original Kalamar D&D book was so "crunch free" that it had almost no system-specific mechanics, even things that mesh directly with Core Rules (I remember them having to post on their website the domains for the various deities domains/alignments/favored weapons because they aren't in the book), so it didn't even really feel like D&D and it had nothing you could export even if you didn't want to play in the Kalamar setting. At least with Dragonlance or the Realms you could export Spells, Domains, Monsters, Classes, Feats, and other "crunchy" bits.

Personally, I love the Noble and Mystic from Dragonlance in other settings, but even before DL I had a D&D conversion of the Star Wars & Wheel of Time noble class, because I really believe that Noble should be a core class as a popular fantasy archetype.
 

KM: You assume that people advertise a game as completely DnD. When I do advertise for a new player, I always stipulate that the game is set on a homebrew world. I communicate with potential players via e-mail, and when before I add them to the group, I take them to dinner (which I buy) and we discuss gaming experiences. I am always open about what I expect in my game.

However, I have found that not to be true of potential players. I have met a large number of people who lied their way into a game. Why? Because they want to play DnD, cannot find a GM, and decide to find a group. And from the moment they join a group, we have to start playing their way.

I never have a problem finding players. The average time I retain a player is 3 years.

However, your argument seems to justify mine. As a player, you expect having the "option" to make whatever character you wish. While you will not argue against a published setting, you will fight against homebrew settings as if a GM who is not a professional designer only makes arbitrary decisions when designing a campaign world.

You see the classes in terms of crunch. Only a Paladin can be a LG warrior that fights for a diety that he believes in. However, any class can be a warrior of God. A wizard could be a warrior of a God if you play a faithful wizard who uses their magic to promote their belief in a diety and fight the enemies of that diety.

Why is having a homebrew with a missing class so bad? It does not cause you to be unable to play a concept. It just means that you do not have access to that crunch for your concept.

Why do I GM? Bceause I enjoy it. Invariably my biggest problem players are those who insist on playing what is missing. Invariably, I tell them that they can be free to GM if that is what they want to play. They never GM.

Therefore, if I am the one who is spending my time prepping for a game, then I will prep a game that I will enjoy playing. I will not prep a game for someone who decides to complain, yet is unwilling to spend their time being a GM.

Finally, I am in the process of creating my newest campaign world. As I create the world, I send the non-GM specific pieces out for comments. I received comments from one person. Those suggestions were written into the material. Indeed, every feat, race, and rule has gone out for comment. I have even asked them to write up regions etc.

Why? Because I want them to enjoy the world I create.

However, I have had no takers on that offer. They seem content to let me do the work. I will bet some of them have not even read the material that was sent.

Now, when it comes to game time with this new world. Am I supposed to add races or classes because suddenly they realize that they are not there?

Nope.

Am I supposed to change stuff for someone who wants to enter my game?

Nope. And if they ask why there are no gnomes. I will say, because they did not fit within my setting. The only gnomes in my game are magical forest creatures who are connected to the Aethyr. Here are the available races. Remember, I already said that this would be a homebrew game.

Is it DnD? Yep.
Do I restrict options? Yep.
Can said player choose between 5 races, 15 classes, and still create a viable character that they will enjoy? I sure as heck hope so.

In my game, flavor trumps crunch. I will still use the DnD core rules, just not their races and not all of their classes. And I will still use Rule Zero!

KM: What is your opinion of Rule Zero? I am interested and I will bet that it is very relevant to this argument.
 

Psion said:
I think the point of "options not restrictions" is that the GM can provide restrictions instead of the system.

AFAIAC, this is a good thing. I'd rather be in the role of saying Dwarves can't be wizards (for example) than having the book tell me that and then see all material that would accomodate such a decision assume this is the case.

I cannot agree more with this :)

However, I have noticed that in some specific cases the designers have gone too far in the opposite way. For example, some author must have found the idea of Half-Orc Monks intruiguing, and then flooded the books (and miniatures...) with Half-Orc Monk examples, so that nowadays the gaming community consider them a common thing :confused: A similar thing happened to the implication Ranger => has favored enemies, and suddenly the world is full of monstrous rangers with favored enemies humans.

I think that the "options, not restrictions" slogan of 3rd edition was a great idea, but ruleswise it has not always been supported.
 

Li Shenron said:
I cannot agree more with this :)

However, I have noticed that in some specific cases the designers have gone too far in the opposite way. For example, some author must have found the idea of Half-Orc Monks intruiguing, and then flooded the books (and miniatures...) with Half-Orc Monk examples, so that nowadays the gaming community consider them a common thing :confused: A similar thing happened to the implication Ranger => has favored enemies, and suddenly the world is full of monstrous rangers with favored enemies humans.

I think that the "options, not restrictions" slogan of 3rd edition was a great idea, but ruleswise it has not always been supported.

I disagree. I think they are going too far in making everything generic. They want to distance themselves from TSR so badly that they are throwing away the good parts to spite the bad.
 

Barsoomcore: Just a quick FYI for ya...

Word on the Erotic RPG Mail List has it that Robert Rodriquez (of Dusk 'till Dawn fame) is slated to direct Princess of Mars in the near future. Thought you'd like to know.
 

Thanks, BN -- though apparently him getting kicked out of the DGA is likely to take him off that project. Too bad -- he'd do a good job, I think.
 

Rel said:
The answer to that question, in my opinion and experience, is "no" but I'd also ask, "compared to what?"

A system that says, "If you want to add flavor to your game, have the combats take place in interesting locales (underwater, in a burning building, on a narrow bridge, etc.)." is not superior IMO, to one that says, "If you want to add flavor to your game, have the combats take place in interesting locales (underwater, in a burning building, on a narrow bridge, etc.). Below are some rules to handle those situations."

But what about compared to noe that says "Below are some rules to handle unusual situations." and completely leaves out any suggestion of how to use them, narratively or game-wise? I agree that having both is clearly superior--at worst, you just ignore the half you don't use/need (whether that's the "make the fights cool" part or the "-4 to balance checks when the object you're balancing on is on fire" part). But i think the comparison being made is between the game that only gives you the narrative guidelines (or heavily emphasizes them) [Feng Shui] and teh one that only gives you (or heavily emphasizes) the mechanical elements [D&D3E]. Personally, i'll take the former. But i won't claim it's universally superior.
 

However, your argument seems to justify mine. As a player, you expect having the "option" to make whatever character you wish. While you will not argue against a published setting, you will fight against homebrew settings as if a GM who is not a professional designer only makes arbitrary decisions when designing a campaign world.

Another strawman?

Sorry if I gave that impression, but that just doesn't accurately reflect my views on the issue. I, personally, request that a DM that I play for be forthcoming with his motivations for changing the rules that he does so that I can make an educated opinion about whether or not his game is something I'd enjoy.

I have had no expectation that a DM change his world to accomodate a specific character concept, as I have repeatedly said.

You see the classes in terms of crunch. Only a Paladin can be a LG warrior that fights for a diety that he believes in. However, any class can be a warrior of God. A wizard could be a warrior of a God if you play a faithful wizard who uses their magic to promote their belief in a diety and fight the enemies of that diety.

The rules support the flavor. A wizard can be a faithful warrior of religion, but only a Paladin gets his Cha bonus to his saving throws because of his moral righteousness, only a Paladin alleviates suffering with a touch of his hands, and only a Paladin will loose these powers if he strays from the path. Those rules help enforce the idea of a sacred warrior dedicated to an ordered, benevolent code, but the mechanics of a wizard don't. They don't preclude it, but they don't help the idea in the slightest. What's the point of playing a moral wizard if playing an immoral or amoral one works exactly the same way?

KM: What is your opinion of Rule Zero? I am interested and I will bet that it is very relevant to this argument.

Rule Zero is the trump. It means that the DM has final say. It doesn't mean I have to tacticly accept a bad DM's arbitrary rulings just because Rule Zero is there, however. And it doesn't mean that I have no right to ask about a DM's motivation. If Rule Zero means you won't explain your reasoning to me, that's just not something that meets my own personal standards of an 'enjoyable game.' Sorry.
 
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woodelf said:
But what about compared to noe that says "Below are some rules to handle unusual situations." and completely leaves out any suggestion of how to use them, narratively or game-wise? I agree that having both is clearly superior--at worst, you just ignore the half you don't use/need (whether that's the "make the fights cool" part or the "-4 to balance checks when the object you're balancing on is on fire" part). But i think the comparison being made is between the game that only gives you the narrative guidelines (or heavily emphasizes them) [Feng Shui] and teh one that only gives you (or heavily emphasizes) the mechanical elements [D&D3E]. Personally, i'll take the former. But i won't claim it's universally superior.

You won't hear me claiming that either is universally superior either. But the latter is definately superior for our group in the types of campaigns we run most often.

My take is that either of the extremes that you mention (narrative guidelines with no rules or rules with no narrative guidelines) require that the GM be creative. In the first case what you really have is just a big collection of plot hooks and exciting, interesting places for the PC's to act out their derring-do. Beyond that you just have to get creative in your methods of adjudicating what happens. For me, this would create more stress than fun. I'm having to come up with rulings constantly, probably on the fly much of the time. Once I've made a ruling then I've got to either remember it or write it down lest I fall victim to inconsistancy.

If I'm going to that much trouble then I'd just as soon have the rules written down for me in the first place. Which brings us to our second case where we have the rules but no "flavor text":

(Let me mention for a moment that I think these ends of the extremes are largely ficticious and serve only as points for discussion. I don't own Feng Shui but even the most rules-lite system I've ever glanced over had a fair few rules, otherwise it wasn't really a "system". And I'll also point out that if the D&D PHB and DMG are rules focused - and I'm willing to stipulate that they are - they also contain a lot of what I call "flavor text" or suggestions for good narrative to include in your game. The "Running The Game" chapter is full of this sort of thing.)

This circumstance requires that I be creative in my own narrative descriptions and story settings. I'm fine with that. Hell, that's a good chunk of the reason that I play the game in the first place. I enjoy coming up with a dramatic backdrop for the scenes in my campaign and then checking on the rules that apply to them. When there are no rules that perfectly fit the situation that I'm portraying then I'm thrust back into the situation of adjudicating something on the fly. But at least I've got a pretty solid set of rules to use as a guideline.

My point is that I prefer a solid set of rules with less emphasis on telling me cool ways that I could use them because I'm pretty good at the story part already.

I will reiterate something that I think has been an underlying theme of this thread though: If you use a rules-lite system where the players are used to you making constant and possibly not-always-consistant interpretations of the in-game situation then I'm sure you are less likely to get "rules-lawyered". After all, the rules are so loose and open to interpretation that the GM need only say, "There is no clear rule about this and I'm just making this crap up as I go" in order to address any objections by the players. Because the game is so heavily in the hands of the GM, the players will probably quickly learn that there is no profit in arguing about a "rule" because they are unable to give a cite that contradicts what the GM is telling them.

If you use a more crunchy system then the players have more ammunition to use against you if you make a call that directly contradicts the written rules. That means, in part, that you'd better have a very good mastery of the rules or have players who are forgiving (or have a pretty poor mastery of the rules) or you're going to be butting heads a lot. Thankfully the folks I GM for are kind enough and trusting enough to hand-wave any minor rules errors I make and to point it out when they themselve make errors. We like each other and trust each other and the relationship is very rarely anything approaching adversarial.

Thus, the d20 system works well for us. In fact, I can say with confidence that our group would not be playing D&D these days were it not for 3E.
 

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