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General Tabletop Discussion
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Waibel's Rule of Interpretation (aka "How to Interpret the Rules")
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<blockquote data-quote="GMforPowergamers" data-source="post: 7656187" data-attributes="member: 67338"><p>I keep wanting to start a thread of my own on the currency of trust, and the DM's authority. We see it come up here too. </p><p></p><p>I always look at it this way, if you have 2 DMs, and one always makes fun and interesting games, and the other make OK games to bad games depending, then these nit picking styles show up more in the second DMs games... as a player if you are not having fun little things stick out more (like the manticore) and as a DM you should realize you are starting to lose your players at moments like this.</p><p></p><p>When in my deadlands game about 10 years ago I had to explain what a wandering Marshal was to a player that new almost nothing about the wild west (In fact didn't even know the genre existed) I said a bit like a Jedi (this was about the time the prequals where being made) a walking law man that could be a Judge Jury and Executioner. One of my other friends pitch a fit and the entire game ground to a halt with 3 hours of debate because all 7 of us involved (me and 6 players) could not agree on what a marshal was...</p><p></p><p>To this day Kurt and I disagree with how much a Marshal could or could not do... the real problem was though that from game one there was a building issue, one where the players and the DM (me) where not on the same page. I was running fort courage and yosemity sam with a bit of Moo mesa and spaghetti westerns thrown in... some players were looking for realistic frontier, and others wanted dark gritty... 1 player had no idea what to expect and thought it would be more Victorian steam punk, and like I said there was a young girl from Russia that had no idea what "wild West" ment at game one...</p><p></p><p>I wasn't a bad DM (I hope) but I was running through my trust currency fast, and when it ran out with kurt things went south fast...</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 7656187, member: 67338"] I keep wanting to start a thread of my own on the currency of trust, and the DM's authority. We see it come up here too. I always look at it this way, if you have 2 DMs, and one always makes fun and interesting games, and the other make OK games to bad games depending, then these nit picking styles show up more in the second DMs games... as a player if you are not having fun little things stick out more (like the manticore) and as a DM you should realize you are starting to lose your players at moments like this. When in my deadlands game about 10 years ago I had to explain what a wandering Marshal was to a player that new almost nothing about the wild west (In fact didn't even know the genre existed) I said a bit like a Jedi (this was about the time the prequals where being made) a walking law man that could be a Judge Jury and Executioner. One of my other friends pitch a fit and the entire game ground to a halt with 3 hours of debate because all 7 of us involved (me and 6 players) could not agree on what a marshal was... To this day Kurt and I disagree with how much a Marshal could or could not do... the real problem was though that from game one there was a building issue, one where the players and the DM (me) where not on the same page. I was running fort courage and yosemity sam with a bit of Moo mesa and spaghetti westerns thrown in... some players were looking for realistic frontier, and others wanted dark gritty... 1 player had no idea what to expect and thought it would be more Victorian steam punk, and like I said there was a young girl from Russia that had no idea what "wild West" ment at game one... I wasn't a bad DM (I hope) but I was running through my trust currency fast, and when it ran out with kurt things went south fast... [/QUOTE]
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Waibel's Rule of Interpretation (aka "How to Interpret the Rules")
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