Why do we have such different experiences?

Well, yes and no. Sure, if I give you a hammer, some nails, a saw and some wood, you could make all sorts of different things. But, the process by which you make those things are likely going to be pretty similar to everyone else. Just because you make a table and I make a chair, there aren't going to be radical differences in our views of the tools.

That really depends on the extent of the toolkit, doesn't it? If, instead of "a hammer, some nails, a saw and some wood," I give you "the entire contents of Home Depot," we'll expect far more radically different results.

PS
 

log in or register to remove this ad

Well, yes and no. Sure, if I give you a hammer, some nails, a saw and some wood, you could make all sorts of different things. But, the process by which you make those things are likely going to be pretty similar to everyone else. Just because you make a table and I make a chair, there aren't going to be radical differences in our views of the tools.

The "toolkit" view of the rules is certainly true. There are just so many rules out there. But, really, most of them don't seem to come up too often when we talk about our experiences. Sure, I may use Race X and PRC Y, but, that doesn't seem to be where the differences lie. That I use Tome of Magic and Bloggins uses the Book of Erotic Fantasy doesn't seem to be the main source of differences between views of the game.
I don't know, sometimes I think that even these make a difference in how you percieve your game. "What, martial & melee focused characters suck against spellcasters, but my Crusader can do so many things...!" while the other side wonders "Crusader? Book of Nine Swords you count in?). Similar example might be variant rules of Unearthed Arcana.


OTOH, I can certainly see your point though. Because D&D is a fairly generic game - little or no implied setting (or implied setting that's pretty easily ignored)
Even here you find different opinions. Some people want the "implied" setting of D&D and find it very important. When the setting is changed, they miss the old ones. Other never cared much about the implied setting and did whatever they wanted, and so a change to the implied setting is meaningless to them.
 



A thought just came to me that much of the difference in experience with any RPG can be summed up in one word: Cooperation.

Think about it for a second. You don't hear people talk about vastly different experiences (on the scale we're talking about) with Monopoly or Scrabble or Chess. Now obviously part of that equation is the simplicity of the rules. Tic Tac Toe is only every going to have so much variety in terms of play experience.

But why are the rules so complex? Because of what you are attempting to model. And part of that model is the assumption that the GM is trying to provide a fun and exciting experience for the players. This point was driven home to me recently when my friends and I were playing the Descent boardgame.

I was playing the Overlord, who controls the dungeon and tries to thwart the adventurers. They were playing the Heroes trying to complete the scenario. I ruthlessly crushed them in two consecutive games. I did some creative, nasty tactics that, combined with a few sub-optimal choices and a bit of bad luck, resulted in them having virtually no hope of success. Afterwards, one of them seemed frustrated and commented that it would have "been more fun if I'd given them a chance". He was expecting that I'd play the game like I GM where I make sure that the PC's have a (relatively good) chance for victory.

But that's not the point of competitive games. The point is to win. And that fact tends to "center" them. I try and beat you and you try and beat me. And thus we find the valleys in playstyle and rules interpretation where our expectation and competition meet. It cuts away that which is extraneous and inefficient in the pursuit of victory.

As Dave Barry says, "That's a generalization and, as is always the case when I generalize, I don't care." But I think you get my point.

When we play a game cooperatively we open things up to go in all sorts of directions. And that is wonderful. It's why I love RPGs because the opportunity to linger over the witty banter with some NPC is there that you won't find in any boardgame. And yet some groups would be bored to tears by that. The opportunity is there to portray a gritty struggle against starvation and the elements. And yet some groups say, "I don't want to be tracking RATIONS! I want to battle DRAGONS!" And there are as many permutations between those extremes as there are groups that play the game. There always will be and that's just the nature of the awesome beast.
 

Good points all.

Just to add another to the pot - how long do your campaigns last? I think this will have a huge effect as well. I used to move around a lot, so my campaigns generally only lasted about a year at best, and rarely had the same faces in the groups afterwards. Other people have multi-year campaigns playing with people who have been playing together for years and years. That's radically going to shift how you approach the rules.
 

Because we are human. We have biases, and our biases color our experiences.

Because we like different things. If you like something, you'll overlook (or not acknowledge) its short comings. If you hate it, then it'll stick out like a pimple every time you're exposed to it.

Because we bring different expectations to the table.
 
Last edited:

When we start talking about our 3e experiences, it becomes very readily apparent that despite the rather high level of rules standardization that came with d20, we can have very radically different opinions of what goes on at a "regular" game.
Great thread so far. One thing I don't think has been fully acknowledged yet, though, is that this supposed "rules standardization" is largely an illusion. Sure, on Internet messageboards we may discuss RAW, but in reality almost nobody is playing with the same set of rules as anybody else. And even when they think they're playing it RAW, I don't know how many times I've come across people online who don't understand how, say, line of effect works for spells. They'll tell you how "broken" spellcasters are, and give you an example of their brokenness that clearly shows they aren't following the rules correctly, and are amazed when it is pointed out to them that the "problem with 3e" they've been having for the last 5 years or so is entirely their own fault. (This is not to say that 3e is perfect; just that many of the problems people have complained about are a result of their own misunderstandings.)

Anyway, the point is this: I think that one major reason why we all have such different experiences is that we are all playing the game by different rules, whether we realize it or not.
 

I think a lot of the difference comes from the DM's personal bias. Let me give you two examples of DMs who run by the Rules as Written (as in, no house rules).

DM #1 likes epic stories. He has personal bias against certain classes, so his game unconsciously rewards certain types of PCs (fighters, wizards) while utterly ignoring others (rogues, druids). His game might also feature racial bias (elves get a lot of detail, gnomes are mostly forgotten). His games feature powerful world-shaking villains, lots of secret "forbidden lore" stuff, and isn't as focused on combat and dungeons as epic heroism.

DM #2 is a dungeon-delver. His world doesn't feature a lot of development, just a city, a dungeons, and maybe a plot-hook. He doesn't have a PC bias; in fact his PCs are the weird LA'd templated types like half-celestials and half-dragons. He favors large, impressive magic items rather than dinky smaller treasure (but still keeps it to within the wealth guidelines).

Both DMs are using the RAW, but neither game the same because the first DM perfers a classic Tolkien high-fantasy motif of epic heroes vs. vile villains and the latter prefers classic dungeon & tomb robbing for kewl toys and uber-powerz. Neither is wrong, but they feel like totally different game and after a few levels begin to play very different.
 

Another thing to consider is that there are so many things that can change the tone and type of game your playing. The frist two posts contain 5 seperate factors. With those 5 factors alone, you can create at least a dozen different games.
 

Remove ads

Top