Imaro
Legend
rounser said:"Good GMs" are in limited supply - I think Ryan Dancey pointed that out at some stage. I'd consider the majority of Dungeon adventures writers are probably "good GMs", but the amount of stuff that ends up in the DM's Background that the players can never discover has become a Dungeon magazine cliche. The glaring fault here is that the DM knows the background, but no mechanism is in the adventure for the PCs to discover it. To the PCs the setup for the adventure all seems totally arbitrary and inscrutable - in any media other than D&D this would be a death kiss, unless you're writing for the X-Files. And that's just designing adventures! Setting bibles aren't even on the map, and the "inscrutable background that the players will never discover" mistake's already being made! No wonder Wolfgang had it as his first rule.
How do you figure the players can "never" discover this stuff. Once again it's on your skill as a DM, how much of this is worked into an adventure, or future adventures. The beginning of these adventures are arbitrary because they have to be intentionally vague to suit various campaign settings...however that complaint is alleviated when there is context and history behind and adventure that fits into a greater whole. The "inscrutable" background is only a "mistake" if you as a DM either choose to or are not imaginative enough to make it a significant portion of your adventure(s).
rounser said:Especially when what they're saying doesn't suit your argument. Yes, I understand.
Nah, I just ain't big on hero worship, and believe nobody is infallible. Plenty of game designers have said things and years later said the total opposite...it's human nature.