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The fault of a bad DM.
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<blockquote data-quote="Psychotic Jim" data-source="post: 5189845" data-attributes="member: 547"><p>I think like most things with the possibility of being faulty logic or a fallacy, the "Good DM/Bad DM" premise is a fallacy when it's taken as a given. That is, when somebody drops the "Good DM/Bad DM" argument without backing it up with evidence. Like the slippery slope position, the "Good DM/Bad DM" argument can be a fallacy if one assumes it to be true without justifying why it is so.</p><p></p><p>Here are a few considerations as to what might be effective evidence supporting whether a problem is a more of a “user” problem or a system problem (and of solutions on how to deal with it):</p><p></p><p>-How much does the issue invalidate (or even enable) the classic tropes of the genre/gameworld? (Example: How many traditional encounters/traps does flight invalidate or enable? What sense of wonder does it add or detract?) </p><p></p><p>-How much does it influence gameplay? (e.g.: How is flight working as a way around problems? How does it alter balance between the classes?)</p><p></p><p>-How widespread is the problem? (How many gamers are influenced by it, both positively and negatively? What demographics of players are affected by it?)</p><p></p><p>-How easy is it to change/modify by the DM/Players should they decide to? (And what are the indirect implications for such change? E.g.: How will removing flight affect the characters' ability to deal with certain challenges?)</p><p></p><p>-What other alternatives are there to completely changing or removing an element from play? Are there more effective but less dramatic changes than what has been proposed? (E.g.: How would putting in skill checks or otherwise restricting flight work in comparison to removing flight from most play?)</p><p></p><p>-How much of the DM and players time does it take to deal with the issue that could otherwise be spent productively elsewhere? (E.g.: How much time does it take to rewrite or create from whole cloth challenging encounters for flying parties?)</p><p></p><p>-How does the issue relate to the player/dm characteristics and social interaction? To what degree is the issue a result more of social dynamics/group playstyle than game rules? (E.g.: How much is the overuse of flight an intentional power grab vs. how much of its overuse is accidental or necessary?)</p><p></p><p>-How do the rules interact with player/GM social dynamics and playstyle to produce the end product that is the game? (E.g.: At what point does access to flight become too easy? How much does the system push players/GMs to exploit it?)</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 5189845, member: 547"] I think like most things with the possibility of being faulty logic or a fallacy, the "Good DM/Bad DM" premise is a fallacy when it's taken as a given. That is, when somebody drops the "Good DM/Bad DM" argument without backing it up with evidence. Like the slippery slope position, the "Good DM/Bad DM" argument can be a fallacy if one assumes it to be true without justifying why it is so. Here are a few considerations as to what might be effective evidence supporting whether a problem is a more of a “user” problem or a system problem (and of solutions on how to deal with it): -How much does the issue invalidate (or even enable) the classic tropes of the genre/gameworld? (Example: How many traditional encounters/traps does flight invalidate or enable? What sense of wonder does it add or detract?) -How much does it influence gameplay? (e.g.: How is flight working as a way around problems? How does it alter balance between the classes?) -How widespread is the problem? (How many gamers are influenced by it, both positively and negatively? What demographics of players are affected by it?) -How easy is it to change/modify by the DM/Players should they decide to? (And what are the indirect implications for such change? E.g.: How will removing flight affect the characters' ability to deal with certain challenges?) -What other alternatives are there to completely changing or removing an element from play? Are there more effective but less dramatic changes than what has been proposed? (E.g.: How would putting in skill checks or otherwise restricting flight work in comparison to removing flight from most play?) -How much of the DM and players time does it take to deal with the issue that could otherwise be spent productively elsewhere? (E.g.: How much time does it take to rewrite or create from whole cloth challenging encounters for flying parties?) -How does the issue relate to the player/dm characteristics and social interaction? To what degree is the issue a result more of social dynamics/group playstyle than game rules? (E.g.: How much is the overuse of flight an intentional power grab vs. how much of its overuse is accidental or necessary?) -How do the rules interact with player/GM social dynamics and playstyle to produce the end product that is the game? (E.g.: At what point does access to flight become too easy? How much does the system push players/GMs to exploit it?) [/QUOTE]
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