The Culture of Third Edition- Good or Bad?

BelenUmeria said:
My generally nice disposition has been abused in the past.

I will say that in 10 years as a GM; I have burned out twice. Both have happened since 3e was released.

That may be your experience, it certainly isn't mine. In 20 years of DMing, I'm having a blast as both DM and player of campaigns that have varying numbers of restrictions. For example, in the game I'm playing, all PCs must be human. There is a very limited set of PrCs in general, and both paladins and rangers are limited to being PrCs associated with specific religious organizations. And we're having a lot of fun.
In the game I'm running, I carefully limit some of the feats I will allow into the campaign, PrCs too based on what doesn't fit with the setting and I how I want to run the game. I just put together a list and hand it to the players so they know the score ahead of time. Anyone who want's approval for something else comes to me with the source and I review it before approving or rejecting it. I also limit the PC races.

Basically, I see your problem as interpersonal between you and the people you play with. But it's clearly not a univeral problem.
 

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BelenUmeria said:
My argument distilled to the basic level is: Does the implied nature of the 3e say that crunch is the primary factor of the game, while flavor is secondary.
I say yes... There is a distinctly negative attitude from a large number of people that will rip on a GM for even mentioning the possibility of restrictions (with "restrictions" being little more than a negative term applied to what is actually "campaign world conditions"). I have been in numerous debates (both here and at the WotC boards while I still wasting time there) about whether or not I, as the GM, had the right to introduce Prestige Classes to the players only through role-play. I was ripped on harshly for getting in the player's way and preventing them from making an "effective character" (translation: "I can't min/max my character into an over-efficient nigh-unstopple killing machine under these conditions so you must suck as a GM.").

Even the Dark Sun debate shows this: Paizo felt there was an imperative to include Sorcerers, Monks, Paladins, and other features to make the game "more compatible" to Core 3E. This, naturally, shows that even Paizo doesn't have a clue as they assumed that the lack of these classes made the game non-3E in some way or manner and that this effect would make the article less popular amongst the masses. (And we all know what happens when we assume, right?)

Yes, there is a lot of validity in the "if you have an established group" discussion... Heck, I've got a guy that, due to his dislike of PBEM, is flying from Chicago to Tampa four times a year to play in two-week marathon sessions (I'm currently prepping for the second one to take place in late May... Seven sessions is not an easy thing to prep for given all the possibilities, so most of it will be "winged" or written up on the "in-between" days). The primary reason being, in his words, "every game I've found since you moved has been flavorless crap." When asked to describe them more accurately, there are several repetitious themes: Core Rules only, Players not allowing the GM to tweak the choices available*, zero emphasis on role-play or gaming environment.

When looking for new players, it is always emphasised that the game is not Core and that most Core assumptions should be tossed out the window before sitting at the table (Translation: Setting first, plot second, rules supporting not dictating, as it should be). Does this mean that it takes more time and effort to gain new players? Yes. But I'd rather have decent players that are willing to trust their GM and get a quality game than have a bunch of over-pampered whining babies ruining the fun for the rest of the group.

However, I don't think the problem is the rules themselves, although I see the rules as supplying further amunition. Instead of having a player thump the rule-books, frothing at the mouth about "but the book says..." as they did in 2E, they now do that reinforced by terms like "balance", "options are good", "restrictions are bad", and of course, my favorite line of stinky, smouldering, bullpatty, "role-play and rules are seperate" (all of which simply generates more mouth frothing). The attitude has shifted from "This GM let's us do more, he's cool", to "This GM won't let me play a Half-Celestial Minotaur Samurai Weapons Master, he sucks".

Over-all, if given the choice between gaming with people that are all about the crunch and not gaming at all, I'll take the no-game option. It would be better to go two years without a game and then find a good group than it would be to play for two years with a bad group and then quit the game entirely because of it (and, yes, I've done it).

On a side-note, I have recently gotten into contact with an individual I went to High School with due to an upcoming reunion. This is an individual I played 1E with and, to a lesser extent, 2E shortly after its release. To date, this was also the worst group I ever played with. Constant back stabbing. Constant one-upmanship. Constant railroading. Constant DM+PC vs PC collaboration ("The 5th Level Cleric of St. Cuthbert you've been adventuring with is really a 10th Level Anti-Paladin... Save vs. Poison!"). When the subject of gaming came up, he mentioned that he still played with the same group, relating stories that are nearly identicle to the old ones (except with more options!). When asked if I was still gaming, I emailed him a summarized list of the changes I made. His response? "Why did you change anything? 3E's perfect! You're not even playing D&D anymore."

Obviously, this only reinforced my opinion, both of the mentality 3E generates and the lack of good players I knew earlier in life.

In the end, though, I don't really let it bother me. I play my game, have happy players that wouldn't accept anything less than what I provide, and (despite some folks here probably wishing I'd just shut up) post things as I see them and feel them to be (gladly discussing/debating with those posters that prove worthy of discussion and ignoring those whom are entirely ill mannered and irrelevant). Life goes on, and those that have turned down the opportunity to join my table are the ones loosing out. At most, my game's better off without them.

* I have recently suggested that my friend approach this GM about a solo game. I've yet to hear back on it. However, I'm of the opinion that the GM should drop the other players like a hot brick. I would have long ago, preferably into a galaxy far, far away, and as close to a black hole as possible.
 
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jessemock said:
From what I understand, B. means to say that the emphasis on options in D&D-iana fosters a culture reluctant to play under more severe restrictions--that is: it's harder now than it was before to find an audience for materials that use a narrower set of options.
And what most people are saying is that B. is wrong.

Basically, the kids have been spoiled.
This is particularly funny, seeing how B. is younger than me.
 
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I still think that options over restrictions is the implied nature of the game. Restricting things like classes, feats, PRCs is seen as inherently bad.

For example, ow many people have you see over the last few years have used the "GMs should not have the power to make arbitrary decisions." This gets used whenever a GM says that they are restricting anything, even if the reason is not arbitrary.

In fact, most of these people consider "flavor" to be arbitrary.

I'm more in the camp of "the DM should ideally justify his/her arbitrary descisions" and "a DM who nerfs things for unjustified reason is not a DM I'd like to play under."

I mean, I *like* weird characted. In 2e I was already pushing the limit with thri-kreen rangers, and allowing monsters into the parties I DMed. 3e has done the most fantastic job I've ever seen of allowing even the most exotic and bizzarre options to be largely balanced (a few tweaks here and there, like the really high LA's in Savage Species).

If I play in a campaign that says "no spellcasting classes except for the Adept," I'm going to want to know why. If their reason why is "because we're trying a low-magic game; I've compensated for less magic by using some less lethal hit point rules," I can still be tempted to give it a whirl. If the reason is "because Sorcerers are overpowered, but people wouldn't let me just ban them," I'll say smell ya later.

It boils down to "give me a reason. A *good* reason."

People will play in games they like. Most people like options. To restrict that, you've gotta give them something meaty to sink their teeth into otherwise.

The DS situation shows where people just kind of converted 2e instead of adopting 3e, and putting Dark Sun over the top of it. Pazio fixed that (as I believe they should), and made none of the fans happy (well, I guess, 'cept for me. ;)). There was, as has been shown, no real reason that you need the wholesale rejection of many of the classes within the campaign setting itself. Just because they didn't fit in 2e doesn't mean they won't fit in 3e. It's a new game. In re-thinking the setting, they found out what I've suspected since 2e: that with the right flavor text, there isn't so much of a reason to do a lot of the things the 2e designers did.

So basically, they asked their DM "why," and he couldn't really justify it to their satisfaction. They decided not to play under him, and made their own game. I would've done the same thing.
 
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trilobite said:
I don't think that is true. Look at Barsoomecore's campaign. Only humans (for the most part), 4 or 5 base classes, and limited magic. And I don't think his players are complaining about his great game at all!

Look at Unearth Arcana. There are alot of good ideas how to add options and restrictions to give a game flavor.


Key difference between the Barsoom campaign, and, for example, racial restrictions in 1e: Racial restrictions in 1e were handed down by the baseline game materials. In the Barsoom campaign, they are a sub-set of the existing rules, chosen to fit a certain theme.

To my way of thinking, the game materials shouldn't be restricting options. A wide open playing field, with rules that have been designed to work together, allows for maximum creativity.

A DM, on the other hand, should have the ability to pare down the rules or options to fit the campaign.

See, with a bigger set of tools, the DM can create most anything they can imagine, without having to worry that opening up new options that hadn't previously been tested is going to create gaping loopholes.

More options to choose from is much better, to my way of thinking, but that doesn't restrict the DM from making restrictions for his vision of the campaign.

And, to the players who complain that the DM is being arbitrary, I say, "Yup. But I am doing 10 times more work than you guys to make this campaign happen, so live with it. Don't like it? DM your own game."

End of discussion, as far as I'm concerned.

jtb
 

Bendris Noulg said:
On a side-note, I have recently gotten into contact with an individual I went to High School with due to an upcoming reunion. This is an individual I played 1E with and, to a lesser extent, 2E shortly after its release. To date, this was also the worst group I ever played with. Constant back stabbing. Constant one-upmanship. Constant railroading. Constant DM+PC vs PC collaboration ("The 5th Level Cleric of St. Cuthbert you've been adventuring with is really a 10th Level Anti-Paladin... Save vs. Poison!"). When the subject of gaming came up, he mentioned that he still played with the same group, relating stories that are nearly identicle to the old ones (except with more options!). When asked if I was still gaming, I emailed him a summarized list of the changes I made. His response? "Why did you change anything? 3E's perfect! You're not even playing D&D anymore."

Obviously, this only reinforced my opinion, both of the mentality 3E generates and the lack of good players I knew earlier in life.

Explain how, exactly, you can draw the conclusion that this guy, whom you've known since 1E, and who has ALWAYS PLAYED THIS WAY, can possibly exemplify the "mentality 3E generates"?!?!?

Seems to me he merely exemplifys the fact that, frankly, some players suck.
 

jerichothebard said:
Explain how, exactly, you can draw the conclusion that this guy, whom you've known since 1E, and who has ALWAYS PLAYED THIS WAY, can possibly exemplify the "mentality 3E generates"?!?!?

Seems to me he merely exemplifys the fact that, frankly, some players suck.
By how steadfastly and fanatically he embraced the new rules and hailed them for allowing the group to suck even more.
 

BelenUmeria said:
Ever encounter a player who took a challenge the wrong way because it did not fit the rules? Ever seen players find a rule that trumped the GM?

I have seen it.

Again, you're lucky if you have an established group.


Yes! I saw this all the time in AD&D and AD&D 2nd Ed. It drove me batty. Now, when something "unexpected" happens, my players may question it for a moment just to be sure I am not completely mistaken, then they take it all in stride and we keep going.

The rules have been baselined pretty well. There is less room for creative interpretation. This is not to say that there isn't creative interpretation, but there is less argument over "the volume of the fireball would fill the room then blow down that 20' of corridor into the next room and kill everything in there too, but we are safe 'cause I closed the room right after it was cast" type of things.
 

jessemock said:
This, I do not understand. The rulebook imposes restrictions, clearly.

By freedom, do you mean to refer to rule Zero, the inclusion of which proves that the rulebook imposes restrictions?

Yes - but far less restrictions than previous editions, which is the comparison point.

jessemock said:
Does this mean that there's no room for leaner products? Conan and Midnight say no.

Right - but those are not the core rules! They are campaign settings, which restrict the rules for the reasons of specific, campaign theme reasons. It's just like a DM saying "My homebrew has no elves or dwarves, and halflings are blue and all wear white pants."

The core rules themselves are designed to have as few restrictions as possible, while maintaining a reasonable level of playability.
 


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