Are they having fun and are they engaged.I don’t mean like a report card. But you don’t have an idea about when someone has a good game? Or a bad one?
What determines that in your opinion?
Hopefully they understand the basics and how their PC. They may not know how something is working or not, they may not know how a legendary monster works or why things happen during a fight as an example.I didn’t say they need to be perfectly informed. I’m saying that the players need to understand how the game works. They need to know the rules and procedures.
There are unknowns in D&D combat, but folks still know how it works.
The rules never come into conflict with the story because I've established the scenario and the rules dictate the outcome. In very rare cases I may tweak the scenario (or more likely decide that an NPC is going to change strategy from what I had anticipated), but if a PC fails their 3rd death save they're dead. If running the game by the rules or the PCs make a decision that means the campaign doesn't go as planned then I just go with it.I’d say you’re mistaken.
Sure. Again, it depends what you want out of play. I have no problem with a GM using their judgment. That’s a necessity. Granting them total authority is not a necessity. The more authority the GM has, and the more freely they can apply it, the less the game feels stable to me as a player. I don’t equate that instability with flexibility.
Well when the rules say you can do whatever you want, sure there’s no conflict.
In moments where story and rules actually do come into conflict… where you have to choose which takes priority… the answer to that reveals a lot about that game.
I don't have a predefined story. I will typically have actors, motivation and an anticipated story. Whether things happen like I expected will always be up in the air.
“Due” in what sense? I mean, if it’s a check of some sort, why not let them know? The dice will decide what happens, not the GM.
If you as GM just decide they’re due for an encounter, then yeah, I guess I can see how you’d not share that. It breaks the illusion, I suppose.
The rules of the game should, ideally, reinforce the fiction. So the players knowing that a random encounter check happens with X frequency doesn’t translate to the characters knowing that. It corresponds to the characters feeling like they’re pushing their luck and it’s only a matter of time until they run into trouble.
The mechanics and the fiction can interact in indirect ways like that.
Something that was alluded for some versions of the game was a very set procedure that must be followed. The DM always had, or at least had a chance of, a random encounters after so many turns. In 4E you knew how many successes and losses you had and how many were required. Those kind of processes may reinforce the fiction for you, to me they will always just kind of throw "you're playing a game!" in my face. Which, obviously we are playing a game but it's disruptive of the flow and imaginary head space that I'm using to run the game as DM or run my PC as a player.
The use of game in such a negative way here is baffling to me. I mean… it’s a game. Why wouldn’t players want to game?
It's kind of like how I get immersed in a good book. I know I'm reading a book, but if the author is constantly breaking the fourth wall it can get old. I want to be telling a cooperative story. I want to get caught up in the moment. If my PC is worried about their friend dying I want to feel that emotion. I want to experience, not analyze.
If I wanted to just play a game, then there wouldn't be much difference between D&D and the old D&D Miniatures game. But when playing my PC is more than a set of numbers with a token to represent a pile of statistics. They're Bjorn the barbarian, a fictional character that I'm building piece by piece with his own emotions and motivations not just an avatar representing a complicated chess piece.