Valiant said:
Thats the outcome of every group that overplayed the game and eventually wanted variety, not a result of a rule or even advice in the DMG.
That was the outcome of
most gaming groups. Including
the original gaming group consisting of Gygax and his buddies. Arguing that during the design phase of the game they expected players to remain ignorant of the contents of the DMG simply ignores the fact that they didn't play the game that way
at all.
Honestly, I don't think Gygax new how people would continue playing the game as long as they did. As players we weren't allowed to see the DMG until we were trained as DM (for me that was about 2 years before I saw the inside of the DMG). Even today 2 of our players who have never DMed (and have no desire to) have yet to read the DMG. And thats after 15 + years (yes they are wives).
Trained? You mean you couldn't buy your own DMG and start a campaign until someone gave you the go ahead? I must have missed that requirement.
Of course, it seems to me that your experience on this score is atypical given the responses on this thread and the poll concerning rotating DMs. And that still doesn't cover the fact that there
were multiple DMs in your group, even if you had to go through some sort of weird apprenticeship system first. That means that you had, at some point, people who had read the DMG playing as players in a campaign. Does that mean that they were unable to have fun?
In any event, the freedom the DM has in OD&D and AD&D to have a player role what he wants when he wants (d20, d100, d6 etc. up down sideways, tables, no tables) based on his objective opinion of your chances (rather then some concrete rules) makes your ability to predict your outcome very difficult (even for the experianced DM/player) its his game not yours...the DM is in complete control.
I think there are two big problems with your argument in this paragraph. First, you seem to have mistaken the word "objective" for the word "subjective". Second, any DM who treated the game as "his" and not "his and the player's" usually (in my experience) ended up with a game that was solely his. As they had no players who were willing to play in his game. They all went to the next kids house, and he DMed a game that wasn't Calvinball.
Thats the brilliance of the game, it stays exciting because there aren't hard and fast rules for everything, not despite it. Thats something the creators of 3E didn't understand IMO.
Calvinball is not a feature, it is a bug. In my experience, and from what I have read here, and in early issues of
Dragon, most people got tired of the vague arbitrary system elements in a hurry and came up with tens, or even hundreds of pages of house rules to fill in the gaps. Some entire game systems sprang up from attempts to fill in these gaps (for example, Rolemaster). Playing "mother may I" simply seems to have not appealed to a lot of people.
The only exception to this is the To Hit tables and some of the saves (vs. poison, magic etc.) which most of us have memorized...which sucks, but its still fun to play........anyhow, knowing your chances to hit an orc or some zero level gaurd in chain isn't the same as not knowing your chances to climb a tree suddenly to avoid wolves....there's no "role your climb" garbage with a stack of modifiers, its:
DM: "hey Joe, role this d100 to see if your dog food or not" .
Player (experianced DM): "What am I rolling for, are you considering I have a 14 strength and 14 dex; how much is this chain armor going to effect my chances, I'm 6th level so that will help me right? When I DM I'd factor that in....."
DM: "shut up and role, the wolves are closing in". When the player feels panic and can focus on playing rather then calculating you have a good game.
Actually, my experience is that the player feels annoyed. Apparently nothing concerning his character matters, not his ability scores, or his skills, or his equipment. He may as well not have a character, or spend any time worrying about what his character is like, because the DM will just make something up, and those things won't matter. The player, to a certain extent, may as well not be there. And probably would end up wondering why he is even bothering to make choices. Calvinball loses its allure quickly.
PS one other thing, the freedom to figure out odds by the DM on the fly makes for a much quicker and fluid game (and as I stated above unpredictable). This is all in stark contrast to 3E.
I got tired of Calvinball in about 1981. Just about everyone I knew who gamed did too.