Hardly. You are, however, doing exactly what I expected someone to do when I posted: assuming that you know how things work in my group although I've said very little about it, and then making rash judgements based on your assumed knowledge.
By "talking about it", I mean we had multiple conversations both during, before, after, and completely removed from game. My problems were, basically, as follows.
[ Spoiler ]
As a common thread, I'll be giving these players' reactions in relation to my rulings on how the spell "Mind Probe" works. The ruling in question is that a target is aware that the spell is being cast on them. Primary reasons for this ruling are
1. during other games I've played in, the spell in question has always been a crutch to prop up weak tactics and roleplaying, and I didn't want literally every situation to be handled (or even only attempted) by the use of the Mind Probe spell.
2. There is "canon" evidence that this is the case anyway. See "Brainscan".
On the ruling. It seems like much more of a "nerf" when read or said aloud than it ever was in actual gameplay. I explained to them that a target knowing something "funny" was going on wouldn't matter unless the person knew about Mind Probe and had been told what it meant and what to "look for". In other words, Gooon1 across the pier would feel a bit "weird" for a minute, but he just got hired, and "The Boss", a mage, hasn't had time to brief him up on the spell (or hasn't had a need to). "The Boss", a mage remember, however, knows about the spell, knows what it feels like, and knows when it's happening. See, last year, he got his finger cut off blah blah blah. I think my point is clear enough.
I have known, read, played, and GM'd SR for the longest amount of time out of the group. It's one of my "pet" systems. That doesn't mean I'm 100% right all the time, but there's a damn good chance that if I'm making a ruling, it's based on my overall knowledge of the game, it's rules, and it's story, mixed with a healthy dose of my GMing tastes and game style, and done in the hopes of making the game more fun. In this case, not "more fun for the mage", more fun for everyone. I don't make rulings on a bloody whim, unless it's one of those off the cuff, mid action "this will patch that up until I can do a better job later", which I'm always open about.
Following spoiler includes observations of the other members of my group. To those guys: No intention to offend, if I do we'll talk about it Saturday.
[ Spoiler ]
One player in that game is usually a GM in the Palladium and In Nomine systems. He is very much a "yes, we can discuss things, but I will make the final ruling based on what I think is best for the game". (Now is a good time to note that I'm totally fine with this take on GMing. Note that it's similar to mine. Note the irony I'm about to describe.)
The player as a person has major control issues, which he is aware of but has a nearly impossible time controlling (hehe, interesting that...). This manifests itself as constant "armchair GMing". Not as logical discussion or even debate, but as "I'm right and I'll sulk if you don't do it the way I think it should work." We have discussed this multiple times, both as it applies in game and as it applies in real life. (I might also note that he's been my best friend for six years.) Discussing it brings about a conclusion that seems workable, but it generally only lasts until the next time he doesn't like something.
This player's reaction to my ruling was to argue with me repeatedly, mid-game mid-action, after we had already discussed it and after I had told them my manner of handling the spell. When I would remind him that we had already discussed this, and let him know that he was killing the game for everyone, he would say "fine, I'll let you GM", and then proceed to sulk and fester because the ruling wasn't "what he would do". That passive agressive thing you were talking about? Yes. Your assumption that it's easily overcome and a sign of lack of intelligence? Silly and offensive.
Second player in that game that I had an issue with GMs Deadlands and In Nomine. Again, very much willing to discuss things in his games, but also very up front about that what he finally decides is what goes.
In the SR game, his character was the one with Mind Probe. After hearing my reasoning and reasons for ruling the way I did, he agreed, and game proceeded. Later, when it came up again, however, he decided he had a problem with it and we had to have the discussion again, mid-game. Again, I presented my case, and he saw my point and my reasoning and we went with it. It ceased to be an issue, since once he saw a few times how it actually worked in game, he saw that I wasn't "nerfing" the spell, merely getting rid of it's "auto-win" capability that it had enjoyed in past games. (Note at this time that I made my concerns known during those games, but didn't argue about it overly because I wasn't GMing.) Note also that this person feeds off the argument vibes of player one. It's a strange subconscious relationship. Interesting, but it can be annoying.
Player three had issues with it at first, when he thought it was pure GM nerf fiat. Once I had presented my views and case, however, he ceased to have a problem with it, and actually thought the ruling made the game more interesting.
Players four liked the ruling. His style is very low-power-ish compared to the rest, and it fit his views of magic.
Player five has only been with us for a short time, and didn't know any different anyway really. Even in discussion though, he thought it was a fine ruling.
Now note:
Player 1 has GM'd SR quite a bit, but fully admits that he doesn't know the rules and depends on the players to know what thier characters should be able to do. He also relies on me and player three for other more esoteric sections of the rules.
Player 2 has GM'd no more than two sessions of SR, but has developed that mentality which I described, although he's fully aware that he knows bunk about the game outside what his character at any given time can do. Not only is he unaware, but he doesn't put out the effort to become any more knowledgable about them.
Player 3 GMs SR occasionally, along with D&D (which is his stronger system). He's not bad about discussing stuff, but he isn't a very strong GM in SR and it shows in that the players that are of a mind to can completely take advantage of him and build game-wrecking characters, which eventually end up ruining the game for him and he gets down on himself and passes off the GMing to someone else.
Player 4 GMd for a short time, but refused to learn either the rules or the game world, and we eventually formed a mob and took the palace. He is totally honest about his lack of ability though, and has stated multiple times that SR isn't a system he could ever run. He is coming from a background of free-form roleplaying with no actual system or rules. He's great for story, piss for mechanics and "reality".
Player 5 has never GM'd SR, but has GMd other games. They elude me atm, he rarely mentions it.
All of the players save player five argued with me not from a stance of "this is what I think would be best for the game" or "this is what I think would be the best interpretation", but from a stance of "that takes away my kewl power insta-win!!11oneone". That's another thing about the whole dynamic that I realized was happening, and another reason I called off the game.
Also, as friends, I sensed that it was time for a change, for a lighter approach. For a cooling off period. We tend to get very serious about our roleplaying, and sometimes (and we know) it bleeds over into our interpersonal relationships, from which it bleeds back into the game. It's also related to how much time we spent together. 8-15 hours a Saturday. Familiarity breeds contempt and all that.
QUOTE |
BTW I've been in the world of "Player's Guide" and "GM's Guide" too, and found it bankrupt. |
As I said, we have differing views on this. Your mistaken position, however, is that either view is any more or less "correct".
QUOTE |
Because there is 1 brain on one side of the screen, and 3 or more brains on the other side. |
Yes, and my personal experience is that a better game is had when those 3 brains are focused on playing their characters well, and having fun. Not on debating rules half-cocked, thus slowing down/stopping the game.
QUOTE |
I should call it something past arrogance to expect that you will always know more about the rules and recall it each time better than all of the all players put together. |
(emphasis mine)
That's funny, because I call that the GM's job. See, there are those crazy differing views again.
QUOTE |
Unless you are playing with real drooling morons incapable of memory retention and recall, which would beg the question why do that? |
And here you insult my friends based on silly, mistaken assumptions. That's not very polite.
QUOTE |
All this much more so in a game system where there is no such divide of books, or inane "players are forbidden to read these rules" malarky. |
No, there isn't a divide. I intend to create one for my next group though. The next group I run SR for will be using a "players book", which will be a nifty write up of rules that they need to know, and I'll be using a full copy. It's not to "limit their knowledge to keep them stupid and happy", it's to avoid bogging them down with things that have nothing to do with them playing the game from a player's standpoint. Again, differing views. I like playing, and providing a good game for my players. I do that the best way I see fit. My way might be different than yours, and that's totally cool. Don't for a second presume, however, that your way is correct for anyone beyond you and the players you know for a fact enjoy your way, however, because that's patently false.
As a "what if". I'm currently running a Dark Matter game in Alternity. The entire game is based on the players' characters not knowing what's going on. Thus, I asked them not to read anything beyond what they needed to create their characters. (Would you have as much fun if you knew everything going on in a conspiracy before the game ever started?) The game system itself has two books. One contains the rules as the players need to know them, and one from the perspective of how to apply them as GM. I have made it clear that I would like the players to only use the PHB. The result? No arguments, no debates, and about 10 solid hours of gooey gaming goodness. The players in this group? The same players as in the SR game. Coincidence, or knowing the players and adapting my way of running the game to a way that maximizes their fun and gaming time?
eidolon
Apr 21 2006, 06:33 AM
QUOTE (emo samurai) |
If the players get ahold of something special that makes them awesome, that just means they're special. That's good, in my book. |
I agree. As a side note, if you don't want the players to have something, don't put it in the game.
The worst thing you can do in a case like this is to put something in the game that you know they'll want, assuming that they can't get it. Players are crafty, and you don't want to put yourself in a position where you have to run them down in a Fiat to keep them from getting something that you put there in the first place.
Glyph
Apr 21 2006, 06:57 AM
As far as pleasing the players goes, I am less an advocate of equally pleasing the players, and more in favor of equitably pleasing the players. In other words - it's their game, too. I would make some effort to draw a reticent player out, but in the end, I would pay more attention to a player that puts more effort into the game.
If you're going to sit there like a lump, and expect to be led around and spoon-fed, then don't whine when the roleplayers, or tacticians, or even the combat monsters seem to have more input into the game than you do. I would try to make the game fun for everyone, but it's going to be more fun for the people who get involved in it more.
eidolon
Apr 22 2006, 03:03 AM
This is true. Of course, there's always the "casual gamer" that's just there for the company and the pizza. I've actually accidentally made them uncomfortable before by trying too hard to engage them. Anymore though, it's pretty easy to spot them and figure out their preferred level of involvement over a few games.