Ulrick said:
I soon moved on and mastered the rules for 2e and enjoyed the game.
3e started off as something great for me to DM...but soon made DMing a chore. I wanna tell a great story dammit! Having players poor over the rule books during a session to tweek out that extra little bonus gets old. Having players sit there and ponder for an hour on what feat their character should take at next left gets old. Having players argue with me about why I don't allow such-and-such splatbook get very tiresome. So-called "dead levels," unbalanced characters, babble-babble-babble-blah-blah-blah... just shut up and play the game.
Obviously your 2e players didn't argue with you about allowing the "Player's Options" or "Tome of Magic", the "Complete (race)" or any of the dozens of 2e splat books. I ran 2e for about 10 years and I ran into the splat book escalation back then. Nothing to do with the edition.
1e had similar problems with Oriental Adventures and Unearthed Arcana. Not sure if the "Immortals" supplement for D&D was as much of a problem but I'm sure the setting books introduced optional rules that started the process. Heck, virtually every Palladium game system was filthy with power creep, IIRC.
Ulrick said:
I'm trying to tell a great story dammit, and you're angry about not getting a cookie at your next level.
What ever happened to "just playing the game and enjoying the story?" .... I wanna tell a great story dammit! Would you just let me entertain you? Please?
Play style conflict. Your gamers are more "tacticians" and you're more "storyteller." Nothing wrong with either but they don't necessarily mesh.
There's also the possibility that your "great" story" isn't such a great game. All to often "Would you just let me entertain you?" can be translated as "Relax and enjoy the ride on the railroad."
The only one of the campaigns I ran that ever crashed and burned was because I was more focused on the
story than the
game. There was railroading, unavoidable events, and what in retrospect was a Mary Sue NPC (Okay, he was a reincarnated King Arthur and the whole point of the plot was to send him away to Avalon but he came across as a Mary Sue). It's like I got DM cancer and was riddled with every bad game trope possible, just to make sure the
The Story was told as I envisioned it.
My players forgave me since most of them had been in my games for 5+ years and until the sudden craze to "Tell the Great Story" the campaign was fine. The game only lasted for a year after that but I never forgot the lesson.
Great Gaming is always Fun
Great Story are not necessarily Great Gaming
Therefore Great Story are not necessarily Fun
As a player I hate GMs who want to "tell a great story" because inevitably their great story conflicts with my character's personal legend. I want GMs who set up a great world, and create great plots where the players actions result in a great story. That's the GM I try to be for my players.
Semantics, but important semantics.