Walking Dad
First Post
Quote:
Originally Posted by Walking Dad
This!
If the DM and one player think ninjas are awesome and one thinks spartan warriors are, which player will have an easier time to persuade the DM that his stunts are cool and reasonable?
Originally Posted by Walking Dad
No, but I was in games like that. And not only D&D or fantasy.
I'm not talking about bad DM, but that I think that personal favorites, experiences and styles affect what one think as believable.
And I don't understand your later argumentation. Are you saying that clearer examples, sample rules and guidelines for DMs ruin their fun because anything isn't no loner totally arbitrary but has some sort of consistence? And havi g rules makes his job easier, as he hasn't come to up with a rule for everything himself.
This is what rules are for. And I pay for the rules in the game I buy, not for the uber DM or for being forced to improvise anything if I be the DM myself.
(Lastly, you asked for a personal experience sample in the first place.)
Originally Posted by Walking Dad

This!
If the DM and one player think ninjas are awesome and one thinks spartan warriors are, which player will have an easier time to persuade the DM that his stunts are cool and reasonable?
So, this is how you, as a DM, would run the game?
Originally Posted by Walking Dad

No, but I was in games like that. And not only D&D or fantasy.
So, you're faulting the system because a bad dm will run it poorly? Should they make the game with bad dm's in mind? And how far should they go in that direction?
Should they hamstring good dm's, if that will mean less abuse from bad dm's?
Is it possible to "dm-proof" an rpg? While keeping the game fun, interesting and conducive to creativity for good dm's?
Would good dm's choose such a system over one that takes some skill to run, but is more enjoyable to dm?
If not, do good dm's give a fig about criticisms of the game, based on how they might be botched by bad dm's, especially when those criticisms are so worded as to imply the problem is all-pervasive and not merely confined to bad/inexperienced dm's (or, gods forbid, the occasional mistake)?
I'm not talking about bad DM, but that I think that personal favorites, experiences and styles affect what one think as believable.
And I don't understand your later argumentation. Are you saying that clearer examples, sample rules and guidelines for DMs ruin their fun because anything isn't no loner totally arbitrary but has some sort of consistence? And havi g rules makes his job easier, as he hasn't come to up with a rule for everything himself.
This is what rules are for. And I pay for the rules in the game I buy, not for the uber DM or for being forced to improvise anything if I be the DM myself.
(Lastly, you asked for a personal experience sample in the first place.)