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#1 | |
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Join Date: Mar 2006
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On another forum someone made a thread conjecturing that unclear rules are 'unfair' to players and empower 'tyrannical' DMs to abuse their players. You can probably tell by my use of quotations that I don't share that persons opinion, but I'm curious what other people think of the idea of GMs as neutral interpreters of a 'complete' rules system rather than arbiters of rules in their own right. Something the person said to me (before getting increasingly hostile that I don't share his opinion) stuck out as just flat out wrong:
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#2 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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some facts:
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#3 |
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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What a GM does has changed over the years in subtle ways. With the initial release of D&D the game had almost no rules on purpose, because the GM was expected to use the principle of Free Kriegsspiel: he rules everything by deciding what should happen, dispassionately and according to his expert knowledge of the realities of the game world (which he made up).
As time went on and more and more rules got added to games, the GM started to become a mere rules-engine, applying published rules with little of his own judgment in use. Oh, these rule books told the GM to change rules they didn't like, but it was implicit that once changed, the GM would follow those rules. A game like GURPS favors the GM-as-game-engine mode. It's got rules for everything, and the players have access to all the rules. The GM need merely apply them. You CAN insert GM judgment in what happens, but you typically have to remove pieces of the rules to do it. GURPS is very forgiving of this; there are few rules that can't be replaced with GM rulings. Some other games make this more difficult. |
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#4 | |
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Join Date: Mar 2006
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#5 |
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Untitled
Join Date: Oct 2007
Location: between keyboard and chair
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It looks to me that the person who was quoted in the original post wants a set of rules applied exactly and consistently, as if a computer was running the game. To that, I'll offer a misquote: Any GM that can be replaced by a machine, should be!
The GM isn't there only to apply the rules. She's also there to referee, to keep the plot moving, to present challenges that test the PCs without being insurmountable, and - most importantly, IMHO - to make sure that everybody (including the GM) is having fun. Sometimes that means adhering strictly to the rules, sometimes that means chucking the rules out the window and winging it. The trick is knowing which of those applies at any given time, and a computer can't do that (yet).
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Rob Kelk “Every man has a right to his own opinion, but no man has a right to be wrong in his facts.” – Bernard Baruch, Deming (New Mexico) Headlight, 6 January 1950 No longer reading these forums regularly. |
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#6 |
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Join Date: Aug 2004
Location: Nashville, TN
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You could probably just search for banned forum poster Peter Kneutson (um...spelling?). That was his mantra and you can read a lot of countervailing opinions. He was pretty much the only person who was so absolutist about it - so much so that I wonder if your mystery poster is him.
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I didn't realize who I was until I stopped being who I wasn't. Formerly known as Bookman- forum name changed 1/3/2018. |
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#7 | |
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Join Date: Mar 2006
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#8 | |
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Join Date: Jul 2007
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#9 | |
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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I'm not saying all GURPS GMs do this. I'm just saying that the more rules being used in a game, the less a GM gets to decide for himself. The earliest RPGs expected the GM to just make up reasonable stuff; later RPGs tend to bake that stuff into the rules, making the GM more of a rules-implementer than a judge. |
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#10 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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As a principle, you should try to write your rulesets in a complete manner. You shouldn't say "Here's some theory, now go do the hard work!" For example, GURPS High Tech does all the hard work of figuring out the exact stats of guns for you, and giving you the rules necessary to cover weird situations. We think that's good. GURPS Spaceships doesn't cover how to deal with ships that are between SMs very well; we call that bad, because we have to step in and "cover that hole." However, I believe that rules are tools. At the end of they day, they do not create gameplay, they facilitate the GM and the players in creating gameplay. Your job as a writer is to help them. That does mean trying to be as complete as possible: if you open a ruleset and it outlines everything for you and practically runs the game on its own, that's much easier than a ruleset that requires a ton of homework. On the other hand, it tends to be very constrained. Compare and contrast GURPS with D&D 4e. GURPS will not "run your game for you" and takes far more work than D&D 4e, but you can do a ton more with GURPS than D&D 4e. Does that mean D&D 4e is a better game than GURPS? I think most people on this forum would vociferously disagree, because GURPS does a better job of helping them create the gameplay that they want than D&D 4e does. So sometimes, your job is to point a GM in a direction, offer some inspiration and some theory and then let him go. This is often the case in NPC design, for example, where you don't want to hardcode all of the possible NPCs into the ruleset ("What?! A princess who can also fight! Inconceivable!" is not what a ruleset should be saying). But sometimes you want to be pretty explicit in what you're trying to do and cover as much material as possible (When researching a topic and presenting it in a supplement ala GURPS High Tech or Low-Tech), or when creating a gameplay framework (like GURPS Dungeon Fantasy; you need to have a really good idea of what spells are available and which aren't, and what point level starting characters will be, etc). To say that a ruleset "must be as complete as possible" is too narrow a view, likely focused completely on that "create a gameplay framework" element. For example, in your very quote, he even says that it's up to the GM to create the NPCs. He's right, but if a ruleset was "as complete as possible" it would do that for you too, and we don't actually want that. He might snort and say that he means "Within reason" and to "apply common sense," but sometimes "the obvious" needs to be said, because it's not always obvious to everyone, or it reveals underlying principles that people take for granted without understanding.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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