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What is the #1 most important thing to remember about DMing?
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<blockquote data-quote="Raven Crowking" data-source="post: 5547486" data-attributes="member: 18280"><p>I've played far too many games to simply buy that anymore.</p><p></p><p>Game design is hard work, but there is no guarantee whatsoever that the people who wrote Game X are "smarter than you" (let alone "a lot").</p><p></p><p>The other part is true, though -- any game that uses "knife edge" balance (as opposed to "broad-based" balance, and including all WotC-D&D games) requires a bit of thought before tinkering with the core concepts. Indeed, I would go so far as to say "More thought than some of those <em>smarter than you</em> game designers put in some of the time."</p><p></p><p>For instance, I would argue that many of the problems with 3e (that I have, anyway) came from ill-considered changes to the TSR-D&D model. Likewise, the problems I have with 4e come from (what to my mind are) ill-considered changes to the previous WotC-D&D models.</p><p></p><p>That the 4e model wouldn't solve the 15-minute adventuring day problem, for example, was discussed on EnWorld by myself and others based on the designer blogs. It was obvious (to me) that the designers had mis-identified the source of the problem. There were others (Mutrum_Ridiculy in particular) who demonstrated that the 4e design strategies could work, depending upon how they were implemented.</p><p></p><p>So, do I accept that game designers are talented? Sure. Some of them are very talented. Do I accept that they are smarter than me, or that they know better what I want in a game? Not remotely. And that isn't ego, either, because I don't accept that they are necessarily smarter than anyone else, either.</p><p></p><p>But that does lead to an important maxim: <em><strong>If you want to tinker with the rules, broad-based balance games are more likely to suit your purpose than knife-edge balance ones.</strong></em> But, as people like LostSoul and the Jester demonstrate amply, you can tinker with knife-edged games, too, giving them a much wider base to balance on.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5547486, member: 18280"] I've played far too many games to simply buy that anymore. Game design is hard work, but there is no guarantee whatsoever that the people who wrote Game X are "smarter than you" (let alone "a lot"). The other part is true, though -- any game that uses "knife edge" balance (as opposed to "broad-based" balance, and including all WotC-D&D games) requires a bit of thought before tinkering with the core concepts. Indeed, I would go so far as to say "More thought than some of those [I]smarter than you[/I] game designers put in some of the time." For instance, I would argue that many of the problems with 3e (that I have, anyway) came from ill-considered changes to the TSR-D&D model. Likewise, the problems I have with 4e come from (what to my mind are) ill-considered changes to the previous WotC-D&D models. That the 4e model wouldn't solve the 15-minute adventuring day problem, for example, was discussed on EnWorld by myself and others based on the designer blogs. It was obvious (to me) that the designers had mis-identified the source of the problem. There were others (Mutrum_Ridiculy in particular) who demonstrated that the 4e design strategies could work, depending upon how they were implemented. So, do I accept that game designers are talented? Sure. Some of them are very talented. Do I accept that they are smarter than me, or that they know better what I want in a game? Not remotely. And that isn't ego, either, because I don't accept that they are necessarily smarter than anyone else, either. But that does lead to an important maxim: [I][B]If you want to tinker with the rules, broad-based balance games are more likely to suit your purpose than knife-edge balance ones.[/B][/I] But, as people like LostSoul and the Jester demonstrate amply, you can tinker with knife-edged games, too, giving them a much wider base to balance on. RC [/QUOTE]
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