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<blockquote data-quote="Emberashh" data-source="post: 9318235" data-attributes="member: 7040941"><p>I think a lot of things we think of as being the GMs problem mostly stem from trying nothing and having no other ideas when it comes to the expectation of the players actually knowing the rules, how to put those rules into practice, and, I think most importantly, coming to the table with more than just the a general want to play the game. (Eg, having in-game goals and desires and all that).</p><p></p><p>Obviously, when players are new its one thing to not expect them to have any of that, but too many games (re almost all of them), saddle way too much on the GM to foster that new players growth into something that will be let them focus more on the things the GM is there for. And thats assuming they make an attempt to make anything easier on the GM at all besides putting out a book to do all the fun parts for you. </p><p></p><p>Personally speaking though, my ideal would be a game where the GM doesn't actually have to know how player characters work at all, and where their play experience is fully in the realm of Player But Different, rather than just a facilitator. Hence, quite a lot of design decisions in my game.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9318235, member: 7040941"] I think a lot of things we think of as being the GMs problem mostly stem from trying nothing and having no other ideas when it comes to the expectation of the players actually knowing the rules, how to put those rules into practice, and, I think most importantly, coming to the table with more than just the a general want to play the game. (Eg, having in-game goals and desires and all that). Obviously, when players are new its one thing to not expect them to have any of that, but too many games (re almost all of them), saddle way too much on the GM to foster that new players growth into something that will be let them focus more on the things the GM is there for. And thats assuming they make an attempt to make anything easier on the GM at all besides putting out a book to do all the fun parts for you. Personally speaking though, my ideal would be a game where the GM doesn't actually have to know how player characters work at all, and where their play experience is fully in the realm of Player But Different, rather than just a facilitator. Hence, quite a lot of design decisions in my game. [/QUOTE]
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