Why the World Exists

As for the rest of your point, I'm not taking away FUN from the GM, I'm trying to lighten his workload, so he can enjoy the fun with everyone else, instead of feeling like an underpaid and underappreciated actor. What else is a wishlist, but another way for the PCs to tell the GM that he's not living up to their expectations.
Jim, I find it ironic that on the one hand, you complain that the GM has too much work to do, and on the other hand you complain about one of the tools that could lighten the GM's workload. :) If the DM and the players approach wishlists in the right spirit, they can save the DM the time that he would have otherwise spent on picking magic items for the PCs. Of course, the counter to this would be your broader point that the DM shouldn't be entertaining the players, and hence, he shouldn't be picking magic items with the PCs in mind in the first place.

Now, I do agree that the DM's job should be made as simple as possible, but I also believe that a pure sandbox-style campaign is only one of the possible solutions. A pre-made sandbox campaign product, among other things, relieves the DM of the need to create locations, monsters and NPCs, develop situations and adventures, and generate treasure and other rewards. If there is a sufficient level of comfort within the group, the DM could just as easily give the responsibility for any of the above to one or more of the players instead of relying on the sandbox product.

Taking turns to DM is another way to make the workload more egalitarian, at least within a gaming group (this is my own group's preferred solution, by the way). As a group, we do expect that whoever is in the DM chair for the session has the responsibility to entertain the players, not necessarily by putting on a clown nose, performing antics or producing special effects, but by coming up with interesting situations and challenges for the PCs to tackle. However, we also recognize that we should do the same when it's our turn to DM.
 

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Thanks for the response Firelance. If even 1% of this…

Robin Laws Game Style Quiz Result: Tactician
Tactician 100%/Power Gamer 100%/Butt-Kicker 92%/Specialist 67%/Storyteller 67%/Casual Gamer 58%/Method Actor 50%

… is true, then I can only assume you and I come from very very very different schools of thought about gaming. I can't imagine we game the same way or for that matter, play the same games. If my assumption is false, I apologize, but I recognize there are styles of play that I just do not encounter anymore in my travels.

We're unlikely to agree on this point of GM-less games because,

a. I don't game like you
b. You are comfortable doing what you do and don't want to change
c. There's a misunderstanding (because I'm not explaining myself well) that I think you're doing it wrong

That's not an attack. That's a statement of fact. D&D isn't my game of choice anymore, so my opinion here is even less valid than it used to be.

Taking the workload off the GM is only a portion of my point. The mentality that "I didn't enjoy this game because of the GM" is so rampant in this hobby (and such a fallacy among gamers) to even bring it up as ludicrous causes people's heads to spin. If the GM was bad, what did you do as a player to fix it? Can you even imagine playing D&D without a GM? Can you imagine a game world without XP or treasure? Do players really sit down for Diablo because it captures High Fantasy Heroism or because the monsters puke out treasure?

I'm well-aware that 99% of gamers do not agree with me on this point of a GM free of the burden of being the entertainer. But I won't stop me from believing that enough symptoms of gaming exist because of the main fallacy/diseases that plague D&D:

1. GM is here to entertain
2. XP is the only way for me to develop my character
3. US vs. Them (the GM is also the enemy)
which leads to a subset disease, the GM stops me from winning
4. Cooperation vs. Competition (when did teamwork disappear)
5. Class/Skill systems are superior to Class/Skill systems

This tangent has gone on long enough for me to say, I should either drop it or bring it to a new thread. I don't read enworld all that much, and I'm not sure if this topic has ever come up before. But, if you want to make D&D more accessible and more viable as a product in the 21st century… find a way to make it zero-prep and GM-friendly and more people will be playing it. It's competing against the greatest zero-prep game of all time, WoW. And while that phrase may spark a riot, I'm trying to make a point, not inflame people that are already upset.

Sorry for the tangent.
 
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[B said:
GnomeWorks[/B] ]
I am constantly telling my players that it is never me, the DM, doing X or Y to them; it is the setting and its inhabitants. I never seek to kill off characters; NPCs, on the other hand, may want to do so very much.


Right, right. Except it really is you. Because the NPCs aren't real.
The distinction is, I feel, an important one, to the point that I try to make it very, very clear to new players that this is what is going on. The playstyle you're talking about here would seem to eventually lead to antagonistic DMing, because the players will interpret the DM's actions as antagonistic (whether intended as such or not). I'm not interested in a "DM vs. the players" set-up, because in such a thing, the DM always wins. The reverse, though - where it is silently understood that the DM and players are all working towards the same goal - doesn't interest me, either; there, players may get the sense that they are "unique and special snowflakes," or that they enjoy some sort of plot immunity.
Let me not overstate myself. I am a HUGE (the only?) proponent of illusionism. I totally agree that you want the players to *feel* like the NPCs are real, living people, and like the NPCs actions are really derived from their very real decisions and motivations. I'm totally down with that.

But you can't believe your own propaganda, man. Obviously its you doing things to the characters, not "the NPCs" because you are the NPCs. You created them, you control their every action, you control the world they live in, you control... everything. Everything except the PCs, of course.

Its not unbounded control. In order to make a fun game, it has to be relatively believable. And that may mean that you have to do something that kind of sucks. Like hypothetically, if you've had the evil NPC scream at the Paladin, "I don't care if you kill me! I will eat your heart before I die!" then you might have to have the evil NPC coup de gras the unconscious paladin, even though the evil NPC is obviously losing his last chance at survival by spending his turn hacking apart a downed foe. Or if you declare that a particular lake is full of lava, expecting the party to avoid it, and instead they get into a fight in a rope bridge above the lava and fall in, well, they're probably gonna die because you said it was lava and that's what lava does.

But there's two major differences between my way of looking at these things, and the predominate view in this thread.

1. I acknowledge that ultimately it was me who did it. I invented the NPCs motivations knowing full well they might lead to a PC death. I put the lake of lava there. And so, when I do these things, I do so from the perspective of someone who's considered the repercussions that are likely to be felt by the players. Honestly, I expect most other people do this as well.

2. I have a little different threshold for what counts as affecting realism. Basically, if the players don't know about it, it isn't *real* yet. Because what matters isn't creating a world that feels real for me. It can't, because I know darn well that I made it up.

What matters is creating a world that feels real for the players. Lets say that I secretly plan on an orc strike team scouting for them and ambushing them after their fight with the minotaur. Its all quite logical, they're in a conflict with the orcs, the orcs have scouts, the orcs like to ambush people, everything's well and good. But the fight with the minotaur is particularly taxing, and I look at the orcs and realize that one or more PC deaths are likely if I continue with this plan.

If I alter the plan, maybe by reducing the strength of the orc's force, or changing the terrain to somewhere more favorable for the PCs, or adjusting the encounter so that the PCs have a chance to notice the orcs in advance and slip away in a non combat encounter, or even just plain reschedule the whole fight for another time, I'm not affecting the player's sense of realism. Because they don't know that anything was changed, because they don't know the original nature of my plans.

Obviously if you take this to extremes and envision a world in which I've covered all the sharp edges with foam, a player might eventually notice something. But there are a lot of ways to create a sense of danger that don't involve killing off PCs because you're concerned about changing a note you made before the session that no one other than you has ever read. Exactly what those techniques are is too big of an issue for this thread (they vary depending on your campaign's take on resurrection magic, your game's view on replacement characters, your player's attachment to their present characters, and so on), but there are plenty of them.

The sense I get from this conversation is that a lot of well meaning DMs have a lot invested in creating a sense of realism about their gameworld. I also suspect that those DMs care just as much as anyone else about creating a fun game for their players. In pursuit of that, they're very leery about ever admitting that the Great Oz is really just a man behind the curtain. Its become kind of a taboo issue for them, because its not something you can ever tell the players if you want them to keep believing (or suspending their disbelief) in Oz.

But you're online. Your players aren't reading. You can stop pretending. We're all DMs, and we all know we're the ones ultimately responsible for things like the personality of the Orc Overlord of the living quarters of the Evil Dragon.
 


Right, right. Except it really is you. Because the NPCs aren't real.

I am well aware that you like to attack the stance of those who attempt to interact with and portray the world as a thing in and of itself.

When an NPC takes an action, I attempt to remove myself - as much as is possible, given the situation and mechanics used - from the decisions made regarding that action. In an ideal world, an NPC's actions in a given situation would be resolvable as a function of the situation and the NPC's personality and abilities.

Let me not overstate myself. I am a HUGE (the only?) proponent of illusionism. I totally agree that you want the players to *feel* like the NPCs are real, living people, and like the NPCs actions are really derived from their very real decisions and motivations. I'm totally down with that.

As a GM, such a game is meaningless for me. If the world which I am attempting to present to the players exists only at my whim, and I allow myself direct access to it without interacting with it only through mechanical channels of the system upon which it is built, then running a game is a futile exercise; it has no meaning.

But you can't believe your own propaganda, man. Obviously its you doing things to the characters, not "the NPCs" because you are the NPCs. You created them, you control their every action, you control the world they live in, you control... everything. Everything except the PCs, of course.

No, I do not control their actions. I control the parameters of their creation and in which they operate. In an ideal set of game mechanics, I would be able to simply "turn a crank" in order to generate new NPCs (based upon previously existing NPCs) and determine their actions for a given situation.

Is GM interaction necessary, at some points, in order to create a reasonable setting? At this point, yes, and it is probably highly unlikely that that requirement will cease to exist. But that intervention can be minimized, and I seek the most minimization possible.

1. I acknowledge that ultimately it was me who did it. I invented the NPCs motivations knowing full well they might lead to a PC death. I put the lake of lava there. And so, when I do these things, I do so from the perspective of someone who's considered the repercussions that are likely to be felt by the players. Honestly, I expect most other people do this as well.

Ramifications towards the players are irrelevant; the world does not exist for their sake. If there is a lake of lava, perhaps the players should make a point of not joining a fight while over it, and - if such an event is unavoidable - seek to remove themselves from such peril at the earliest opportunity.

Did I construct the world? Yes. But its evolution over time is hopefully produced by a systematic "turn the crank" procedure in which I have little to no input. GM input is unavoidable, but it can be minimized, with the results of specific instances of GM intervention determined in manners that are sensible in regards to the mechanical foundation of the setting.

2. I have a little different threshold for what counts as affecting realism. Basically, if the players don't know about it, it isn't *real* yet. Because what matters isn't creating a world that feels real for me. It can't, because I know darn well that I made it up.

No one, I think, is claiming that their settings have actual physical independent existence. They are not "real" in the sense that you are describing.

They are, however, "real" in the sense that they are mental constructs. A GM can very well, after creating his setting, seek to have as little meta-intervention into it as possible, instead working in the setting through predetermined systems for doing so - in our discussion, that would be game mechanics.

Through minimizing the amount of interaction that is completely and utterly meta, I make the setting a more "solid" mental construct; it ceases to be subject to my whims and instead "takes on a life of its own." While the system used to determine events inside that setting was decided upon arbitrarily by me, once the decision is made, it is not unmade, and I specifically do not modify or interact with the world directly.

But the fight with the minotaur is particularly taxing, and I look at the orcs and realize that one or more PC deaths are likely if I continue with this plan.

If it makes sense, then the players will have to deal with this situation, either by attempting to fight or by running or by doing any number of other things.

I'm not affecting the player's sense of realism. Because they don't know that anything was changed, because they don't know the original nature of my plans.

Sure, their sense of realism would not be challenged, in this case.

However, as a GM, this sort of thing would irk me, because I would know.

But there are a lot of ways to create a sense of danger that don't involve killing off PCs because you're concerned about changing a note you made before the session that no one other than you has ever read.

Not every creature exists to be fought, not every chasm exists to be crossed.

But you're online. Your players aren't reading. You can stop pretending. We're all DMs, and we all know we're the ones ultimately responsible for things like the personality of the Orc Overlord of the living quarters of the Evil Dragon.

And I'm telling you that, as a GM, I don't want to be.
 
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Thanks for the response Firelance. If even 1% of this…

… is true, then I can only assume you and I come from very very very different schools of thought about gaming. I can't imagine we game the same way or for that matter, play the same games.
It's probably true. :) However, I was addressing the more general point that wishlists could actually result in less need for DM preparation, so it seems strange to me that you don't appear to like them. After all, in an earlier post, you mentioned that waiting for the mission to be revealed is no where near as fun as making the mission yourself. If the DM is willing to delegate the responsibility for mission creation to the players, why not delegate the responsibility for reward assignment as well? And if the DM is willing to delegate the responsibility for reward assignment, how different is that from a wishlist?

I do think that you raise some very interesting points, though, and I wouldn't mind discussing them further. Perhaps, as you suggested, in a new thread?

Some initial thoughts, though:
But, if you want to make D&D more accessible and more viable as a product in the 21st century… find a way to make it zero-prep and GM-friendly and more people will be playing it. It's competing against the greatest zero-prep game of all time, WoW. And while that phrase may spark a riot, I'm trying to make a point, not inflame people that are already upset.
I am not sure that D&D can ever compete with WoW on the zero-prep front. Hence, D&D's competitive advantage has to be in something other than zero-prep. Zero-prep, or something close to it, may turn fewer people away from D&D, but it isn't going to sell D&D in itself. For now, we can still stress the key advantages that it has over the MMORPG medium: among other things, a DM that is responsive to player input (more so than a computer processer, anyway), the possibility of the PCs setting and achieving their own in-game goals instead of choosing from a laundry list of potential quests, and the possibility of the PCs making lasting changes to the campaign world. I just wonder how much longer table-top games will retain these advantages.
 

The mentality that "I didn't enjoy this game because of the GM" is so rampant in this hobby (and such a fallacy among gamers) to even bring it up as ludicrous causes people's heads to spin.

I agree with you, but I think that this can be "retrained" out of most players simply by running a good game where the DM expects the players to provide motive and fun.

I understand the distinction you are making between entertaining and providing a medium in which one can actively entertain oneself and others.

Nitpick: A lot of books, IMHO, are attempts at "entertainment" (and so less engaging), whereas some film media require more from the viewer and spur interesting/philosophical/entertaining after-viewing conversation (and are so both more engaging and providing a medium for self-entertainment).

Sorry for the tangent.

Love the tangent! :)



RC
 

The DM is not here to entertain.
When I DM, which is frequently, though not of late, I think of myself as entertainer, there to entertain, so to speak. This is no way implies that my players are merely a passive audience.

Wish-lists are a symptom of the thinking that I deserve to be entertained, not that the game needs to be fun...
Is this opinion informed by anything other than a wish to ascribe less-than-flattering motives/mindsets to other people?

If the game needs to be fun, for everyone (equally, at all times), then more players would take on an active role and not leave so much work in the GMs hands.
Sure. One way to facilitate this is for the DM to distribute some of the narrative authority. Item wish lists can be seen as an example of doing just that.

... and wish-fulfillment start to dissolve.
Why would I want to dissolve the wish-fulfillment in my wish fulfillment fantasy? That sounds like nerd masochism :).
 
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I am well aware that you like to attack the stance of those who attempt to interact with and portray the world as a thing in and of itself.
There's no sin in admitting the setting has a purpose.

When an NPC takes an action, I attempt to remove myself - as much as is possible, given the situation and mechanics used - from the decisions made regarding that action.
Cad is right about this because, despite a DM's best intentions, that 'as much as possible' ain't much. It's a difficult thing to do. Many, many, successful, well-regarded authors can't do what you're suggesting.

In an ideal world, an NPC's actions in a given situation would be resolvable as a function of the situation and the NPC's personality and abilities.
In an ideal world, it rains candy. This is why examples drawn from ideal worlds lack utility.
 

I agree with you, but I think that this can be "retrained" out of most players simply by running a good game where the DM expects the players to provide motive and fun.
When I use the term "entertaining DM", I don't talk about an DM that dances in front of me or juggles core rule books or whatever.

But he is an enabler. A DM has to provide some ideas of what to do. And if the players pick something to do - whether from his plot hooks or independent of it, he has to be able to react to that.

If the DM is just reading the adventure book linearly or merely rolling on random tables, he is most likely not providing me the kind of entertainment I would have expected. If he's using a module, he has to react to the wenches the players through at the implied plot. If the PCs decide to make something differently than the adventure expects, he better reacts to that.
If he's using a random table, he has to interpret the results in a way that leads to an interesting game. If he rolls for his "Dragon too tough for this level" on the forest wandering monster table, I fully expect him o interpret this result in a way that allows the players to react and interact with the encounter without leading to only one possible outcome.


That does not mean the players don't have their responsibilities, too. They have to find their own motivations. If they ignore every plot hook thrown at them, they better come up with one of their own and give the DM clues at what they'd like.
 

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