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Worlds of Design: WANTED - More Game Masters
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<blockquote data-quote="Mannahnin" data-source="post: 8308379" data-attributes="member: 7026594"><p>Very much this. This was my first reaction to Lew's comments about making clear-as-possible player-facing rules and making the DM an interpreter more than a judge/designer. 3E did that, and it was a remarkably logical, robust and player-empowering design, but it became utterly onerous to DM after a few levels. Turns out making monsters and PCs follow strictly rationalized, consistent rules despite their utterly different use-cases was a giant PITA.</p><p></p><p>4E, by comparison, made encounter design and running the game with dynamic, exciting encounters almost EASY. It was the first time in all my play experience, going back to the mid 80s, that I really enjoyed DMing and didn't find it excessive work for the reward.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8308379, member: 7026594"] Very much this. This was my first reaction to Lew's comments about making clear-as-possible player-facing rules and making the DM an interpreter more than a judge/designer. 3E did that, and it was a remarkably logical, robust and player-empowering design, but it became utterly onerous to DM after a few levels. Turns out making monsters and PCs follow strictly rationalized, consistent rules despite their utterly different use-cases was a giant PITA. 4E, by comparison, made encounter design and running the game with dynamic, exciting encounters almost EASY. It was the first time in all my play experience, going back to the mid 80s, that I really enjoyed DMing and didn't find it excessive work for the reward. [/QUOTE]
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