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This game is ridiculous -- same problems for years
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<blockquote data-quote="Winterthorn" data-source="post: 3586798" data-attributes="member: 1702"><p><strong>IMHO it is about game management...</strong></p><p></p><p>What was true then is true now, and can even apply to non-fantasy RPGs: the DM/GM has to be "on top of his game" so-to-speak. That ability, to master the management of a complex RPG, includes managing players as well as the rules - in the name of making it a fun hobby for all - requires experience. (It does help if the game rules are clear... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>I have always thought that the "Monty Haul" problem, and its affilliated issues, was more a fault of game referees loosing control of their game than the rules themselves (albeit there can be serious flaws in some game systems - but it's rare not to be able to "house rule" solutions in a game system if one really wants to play it).</p><p></p><p>I learned over 20 years to be a better DM from my disasters; not all of my earliest attempts at GM-ing various games systems were bad - indeed I had some good ones and good times too - but it was the bad ones that taught me to manage my game better. Hence my conclusion above...</p><p></p><p>But while GMs have the largest burden to make things work and not degenerate one way or another, the onus is not solely upon them! Players also have to make an ernest effort to get into the game and respect it's boundaries what ever they may be... </p><p></p><p>As is true in any successful human endeavour, we have to be communicating well to one another - and in gaming cut each other a little slack knowing that, heck, <u>it's a game</u>!</p><p></p><p> -W, <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Winterthorn, post: 3586798, member: 1702"] [b]IMHO it is about game management...[/b] What was true then is true now, and can even apply to non-fantasy RPGs: the DM/GM has to be "on top of his game" so-to-speak. That ability, to master the management of a complex RPG, includes managing players as well as the rules - in the name of making it a fun hobby for all - requires experience. (It does help if the game rules are clear... ;) ) I have always thought that the "Monty Haul" problem, and its affilliated issues, was more a fault of game referees loosing control of their game than the rules themselves (albeit there can be serious flaws in some game systems - but it's rare not to be able to "house rule" solutions in a game system if one really wants to play it). I learned over 20 years to be a better DM from my disasters; not all of my earliest attempts at GM-ing various games systems were bad - indeed I had some good ones and good times too - but it was the bad ones that taught me to manage my game better. Hence my conclusion above... But while GMs have the largest burden to make things work and not degenerate one way or another, the onus is not solely upon them! Players also have to make an ernest effort to get into the game and respect it's boundaries what ever they may be... As is true in any successful human endeavour, we have to be communicating well to one another - and in gaming cut each other a little slack knowing that, heck, [u]it's a game[/u]! -W, :) [/QUOTE]
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