Why I don't GM by the nose

However, there's a corollary issue, and this one is directly under the DM's control:She who takes the risk has to get the reward. And what is this reward, you ask?

Experience points.
Experience points can be used as an explicit reward. They're certainly not the only form of reward. Nor are they even a requisite form of reward. The game works perfectly well when they aren't --at least for some folks.

New-school games tend to want to give everyone in the party the same ExP for a given encounter regardless of participation.
That's the way we roll (role?).

Or worse, there's those who don't bother with variable ExP at all and just bump everyone when they think it fits.
Yup -- the DM informs the party when they level. My group's been XP-fee for years!

All this does, ultimately, is reward those players and-or characters who sit back and don't take risks!
Our characters take risks because it's fun, because we're playing characters in a batsh*t fantasy adventure story of our own mutual devising, who seek to profit from saving or wrecking the game world, sometimes both, not because a certain amount of metagame currency is being dangled in front of us like bait.

The idea that our PC's, without the inducement of experience points, would simply sit around a tavern, drinking and living off our investments is kinda absurd. Don't we play these games in order to do exciting (imaginary) things?

Sorry, a bit of a tangent this was...
 
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I think puzzle solving is being confused with the kind of pattern finding games use. A Rubik's Cube has a single solution for every configuration possible. If you know the solution, then you can solve the puzzle.

Games are slightly different. Tic-Tac-Toe has a single objective, but there are multiple solutions to reach it. The underlying pattern is relatively easy to see, all in all it's a pretty simple game, but it has multiple means for success. 3 X's or O's can be had in eight different ways. More complex games like Chess have an exceptionally higher numbers.
 

In response to the original post...

... my first thought is: I'm pretty lucky. My friends are proactive gamers; let them loose in a setting and they'll have it it, or try to have their way with it, or something else adventurous and slightly unseemly.

... my second though is: Maybe the players in question simply aren't interested in the kind of challenges being put forth. Effing around with a statue puzzle isn't their idea of fun.

Making this into a gaming-culture thing, or a generational thing, or a blame-assigning thing doesn't help. Start with the basic problem: the players aren't interested in what's going on in the game. If they're only interested in statues which animate and attack them, that tells you a lot about where their interests lie. You can try to present them with different challenges, but if they don't bite, there isn't much you can do other than graciously concede your gaming styles aren't compatible.
 


Start with the basic problem: the players aren't interested in what's going on in the game. If they're only interested in statues which animate and attack them, that tells you a lot about where their interests lie. You can try to present them with different challenges, but if they don't bite, there isn't much you can do other than graciously concede your gaming styles aren't compatible.

There is an easy solution here. You hit them with so many vicious, biting, stomping statues that they start to beg for a statue that is just sitting there for decoration that they can stare at in enjoyment for a few minutes while bandaging their wounds.

If all the party wants is brutal combat give it to them and revel in the eventual TPK without an ounce of guilt. You get to have some guilty pleasure at your players expense and there is always the small possiblity that the players will learn from this and expand their enjoyment beyond endless hack and slash.
 

There is an easy solution here. You hit them with so many vicious, biting, stomping statues that they start to beg for a statue that is just sitting there for decoration that they can stare at in enjoyment for a few minutes while bandaging their wounds.

If all the party wants is brutal combat give it to them and revel in the eventual TPK without an ounce of guilt. You get to have some guilty pleasure at your players expense and there is always the small possiblity that the players will learn from this and expand their enjoyment beyond endless hack and slash.


That sounds extraordinarily bold. :hmm:

Or else my sarcasmometer is out of alignment today.:yawn:
 

That sounds extraordinarily bold. :hmm:

Or else my sarcasmometer is out of alignment today.:yawn:

Only half so.

If your gaming for a group that is only interested in combat then you have to do things to make it interesting. More foes, less foes, easy combats, brutal combats, all one after another.

You just keep giving them what they want in ever larger quantites until they decide they want something else.

If all they want is grapes then you pile them babies on until their drowning in *&$%)&$ wine!! :devil:
 

You get to have some guilty pleasure at your players expense and there is always the small possiblity that the players will learn from this and expand their enjoyment beyond endless hack and slash.
But some people really like hack-and-slash!

Just like some people like putting doggerel parodies of famous poems like Kublai Khan and The Love Song of J. Alfred Prufrock in their adventures.

(okay, so I might be alone in liking that... but a *lot* of people enjoy hack-and-slash.)
 

Only half so.

If your gaming for a group that is only interested in combat then you have to do things to make it interesting. More foes, less foes, easy combats, brutal combats, all one after another.

You just keep giving them what they want in ever larger quantites until they decide they want something else.

If all they want is grapes then you pile them babies on until their drowning in *&$%)&$ wine!! :devil:

Some people drink a several 40oz a day for 20-25 years.

But what would your approach be to the opposite situation? If a party were ONLY interested in politics or intrigues?
 

"Enough" is a slippery concept. Tautilogically, this is true, but it is equally true to say "The players haven't responded enough to the hooks presented", or "The players are not proactive enough", or "The players are not able to make decisions" and be equally accurate. Either way, the players are either not doing their job, or they're doing it wrong.

Except that it's a power relationship. No matter how much people argue otherwise and no matter how true the the GM has all the power at the table. Right up until the minute the players leave the table, that is. Since the GM has the power, it's his problem and responsibility to take the lead in fixing these issues. Maybe it's a communication thing, maybe the GM needs to adjust his play style. Everyone has a responsibility to make sure that fun is had by all at the table, but as first among equals the GM has the greatest part of that since he controls the horizontal and the vertical.

But both paragraphs -- yours and mine -- are equally meaningless for two reasons. First, what is "enough" is left undefined, so that one can always then say, "Ah, but if you had done enough things would be better." Secondly, both paragraphs somehow imagine that what happens during actual game play is controlled exclusively from one side of the screen.

Both are, essentially, attempts to cop out on responsibility.

Enough is implicitly defined in my comment. Enough hooks is enough for the players to find one that grabs them. Your argument that it's undefined is just trying to confuse the issue by playing semantic games with a phrase that is perfectly clear in context.

(I'm not going to quote and respond to all of your additional paraphrases of the same highly questionable point. Suffice it to say that I disagree with any gaming philosophy that places sole burden for the game's success on one individual, or that disenfranchises the ability of any individual to contribute meaningfully to the game.)

And I reject any gaming philosophy that dismisses the GM's responsibility to run their game and instead blames the players for every problem at the table, every mistake or misstep of the GM, or every weakness of the GM's preferred play style. One of the primary weaknesses of the 'pure' sandbox style is that it requires the players be completely self directing and self motivating. If they aren't the ball is in the GM's court. Either he needs to adjust his style or talk to the players about why they aren't. It's his (shared) responsibility to make sure everyone has fun. If some of the players aren't, it's his primary responsibility to address that issue.

As long as the GM has players who want to play his game, he is justified in running any game he wants. That defines "enough".

As long as a player is still welcome in a game, he is justified in running his character any way he wants. That defines "enough".

A wise GM doesn't wait until every player is gone before considering his game; a wise player doesn't wait until he is booted from every game before he considers his playing. That defines making a change before you fail to have "enough".

If Bob is GMing, and Marcy and Joe want a different game, Bob absolutely does not need to "step down"; he can keep running a game for Sue and John. If Marcy then runs a game more like what she and Joe want, perhaps Bob, Sue, and/or John will also want to play in that game.

If, for some reason, Sue and John can only play in one game, then either Bob's or Marcy's gets them, depending upon which is closer to what Sue and John want.

The only reason Bob should "step down" is because he is tired of GMing.

Nothing I said runs counter to that.

That you personally do not like sandbox games is immaterial.

You're right, it is. Especially since it's not true. I played in one for about a year until it folded due to the GM developing a case of parenthood, and I've played in another for the past... decade? I've lost count. I don't choose to run them because they do not scratch my GMing itch. You know what? I share players and with both those sandbox games without an issue.

What I dislike is the assertion that oh so scrupulously avoids calling the sandbox the one true way constantly beats the drum that they are a better, if not the best way to play.

Someone has an issue with a game with a narrative structure, "Run a sandbox and you won't have those problems." Someone asks for advice on running a mystery story arc, "You wouldn't have these problems if you ran a sand box." Someone has problems with their players not enjoying or playing in a sandbox, "Your players are are broken sheeple who you need to reeducate so then can appreciate the glorious sandbox that you are running."

The OP's players may be meat popsicles. He's tired everything with the possible exception of sitting down and talking with them about it. I say possible, because he didn't comment on that (or I missed it). They also may be bored and apathetic because they want more out of a GM then a keyed map, a monster manual, and a random encounter table. I don't know. If he hasn't talked with them about it, he's failing as a GM.

Sandboxes, despite peoples claims, are among the hardest medium for a GM to work in. They require the most preparation, the most player buy in, etc. That difficulty does not equate to superiority though.

So, if a player wants to do something, the GM slaps him down until the GM says its okay?

No. While the GM can do that, and the player's only real defense is to walk away, they shouldn't. By it's very nature, the player side of the screen can only effect change or take action if the GM allows it. The GM should allow it pretty much as a matter of course, but it still only happens because the GM allows it. As I said above, the hand the rules least rules best and the GM is best served by viewing himself as first among equals rather then absolute tyrant.
 

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