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The Player vs DM attitude
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<blockquote data-quote="pemerton" data-source="post: 5211068" data-attributes="member: 42582"><p>I've got nothing against the GM working to make the game a pleasure for all involved. As I've posted upthread, I think that (with the right mechanics and the right group) this can involve pretty hard scene-framing to set up adversity for the PCs. Setting up adversity, and refereeing the way in which the PC's responses ramify through the gameworld, is what I like to focus on GMing.</p><p></p><p>But in transforming my concepts for the game into mechanics, I like to rely upon the game's encounter-building guidelines - I've found they pretty much deliver the sort of experience I and my players are looking for. For a long time I GMed a game that had almost no such guidelines (Rolemaster) and I found it made encounter design a lot of work for no obvious payoff in terms of the play experience.</p><p></p><p>And once it comes to actually resolving an encounter, I like to follow the rules very closely. Otherwise I feel it's potentially unfair to the players.</p><p></p><p>After nearly two decades playing Rolemaster, which basically requires you to build your own ruleset from the ground up, I'm pretty happy to have found a fantasy RPG that works for me without having to do very much houseruling.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5211068, member: 42582"] I've got nothing against the GM working to make the game a pleasure for all involved. As I've posted upthread, I think that (with the right mechanics and the right group) this can involve pretty hard scene-framing to set up adversity for the PCs. Setting up adversity, and refereeing the way in which the PC's responses ramify through the gameworld, is what I like to focus on GMing. But in transforming my concepts for the game into mechanics, I like to rely upon the game's encounter-building guidelines - I've found they pretty much deliver the sort of experience I and my players are looking for. For a long time I GMed a game that had almost no such guidelines (Rolemaster) and I found it made encounter design a lot of work for no obvious payoff in terms of the play experience. And once it comes to actually resolving an encounter, I like to follow the rules very closely. Otherwise I feel it's potentially unfair to the players. After nearly two decades playing Rolemaster, which basically requires you to build your own ruleset from the ground up, I'm pretty happy to have found a fantasy RPG that works for me without having to do very much houseruling. [/QUOTE]
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