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Eliahad
QUOTE
Why does C not work?


I was editing while you posted. I had B and C flipped.
Eliahad
QUOTE (Brainpiercing7.62mm @ Oct 7 2011, 07:03 PM) *
- how is conflict resolved?
- how does the scenario play out?
- what kind of scenario was envisioned? Predetermined outcome? Flexible outcome? No plan?
(maybe the final two are actually the same)


Pulling a 3278 (Hi, Dvixen, wherever you are!)...

Tell me why it matters in the rest of this particular discussion, and I'll answer your questions. Because in my experience, right now, it does not matter.
Whipstitch
QUOTE (Ol' Scratch @ Oct 6 2011, 12:23 PM) *
I think the problem here is a difference of terminology. What you're describing is railroading and handwaving, and I don't think anyone is advocating that sort of thing. Instead, the use of "GM fiat" is referring more to making a decision on a questionable area in the rules on the fly. Even if it proves to be wrong, it's more important to be able to do that to keep the story and the game going than sitting there for an hour or two arguing over it.


Right, but we had someone implying that the possibility of a GM railroad means the democratic approach to rulings is rather broken right out of the gate, which just isn't so. Yes, someone could steer the ship into an area that isn't covered by the rules and end up in the magic tea party zone but it's not an unavoidable or uncontrollable impulse by any means. I strongly, strongly prefer to avoid such situations and to build an environment for my players that will go along with the rules so that they have enough information available to make half-decent decisions. It's not even like I have some kind of incredible respect for the RAW or my player's autonomy here. My motivations really come down to the fact that it's pretty hard to run a game well if the GM thinks he's describing something with X properties and the players are thinking they're dealing with something that has property Y instead. I want to avoid those CLUE file scenarios where it's hard to tell if the players are just really that dumb or if the GM assumed the players understood something vital about their situation when they clearly didn't despite the fact that it would have been obvious to the characters.
Kyrel
OK, frag it. I'm going to in my 2c on this issue as well, even if I should probably stay out of it...

First of all, let's agree that the aim of any game is to have fun. This is the first, last, and only object of the game. The problem comes when we have to define what "fun" is to the participants, especially since you in general terms you have several "types" of player.

An Immersionist (like me) wants a detailed world to explore, NPC's to talk to, interactions with other PC's and the gaming world, and they will generally want the setting to make sense within the confines of the game. A Gamist has the most fun when (s)he is "winning" the game, and that means this player commonly gets a kick out of fine-tuning a character, in order to maximize the chance that any obstacle put in front of him/her/it can be overcome and/or defeated. In order to fine-tune a character, the rules need to be "fixed". The "Actor" gets his or her kick out of acting in character and creating cool scenes. Etc. etc. etc. The GM's main challenge is to come up with a setting, game, style etc., which caters to each of the player types at his table, as well as himself.

To me, as both a GM and a player, the rules are secondary to the goal of having fun, and if they get in the way of something that will enhance a scene, they can be tweaked, or dice rolls can be fudged to fit what will be better for the story and experience of the participants. Because of this view, I subscribe to the view that the GM has final say at the table. Yes, the players get to voice their views and oppinions, and between sessions (house)rules etc. can be debated to hell and beyond. But even then, the GM has the final word. He is the CEO of the game, and he's the only one with the full picture of the game, the setting, and the story to come. And thus he's the only one who can truely determine the possible consequences of a given (house)rule (change).

In terms of discussions during sessions, IMO the aim is to keep things flowing, and that means that unless a rules issue can be cleared up relatively quickly, the GM makes a decision, possibly after a very short debate with the players.

Now, like every "system", there is a breaking point. In this case, this point is reached where they GM is a partial, side-taking, dick. If the GM doesn't listen to the players, don't take their oppinions to heart, aren't relatively consistant in his decisions, and aren't making his decisions based on the goal of ensuring the most fun possibly for everyone involved in the game, then this system doesn't work.

As for the "democratic" approach advocated by Brain, I'll have to say that you'll need a particular type of player and GM in order to make that work optimaly. Sure. Adult, intelligent, objective, and resonable players and GM's can make this work. But what do you do when one or more of the group simply isn't capable of approaching a subject from any angle beyond their own (and which favours them)? What do you do as a GM, if your players constantly elect to overrule you when it comes to anything that involves tampering with the rules, creating house rules, or making up challenges that go outside the normal confines of the rules, because that is what is required, in order to challenge the players in any meaningful way?

The tyrant GM dick that doesn't listen to the players doesn't work. But the GM CEO who listens to the players, and then makes his decisions based on all of the views and factors within the game does. Especially because the GM generally is the only one who has the full picture of the game, story, and setting, and thus he is really the only one who has the capacity to fully judge the consequences of a given ruling.
Paul
Great post Kyrel. It made wading back through another page of wang waving worth it.
Faelan
QUOTE (Paul @ Oct 7 2011, 03:51 PM) *
Great post Kyrel. It made wading back through another page of wang waving worth it.


Agreed. One is essentially a response to the tyranny of the dick GM, while the other leads to the tyranny of the dick Player/s, both only require one dick to ruin the fun, except one offers an even worse group dynamic of one person being victimized by the many. Victimization obviously only occurring should one allow it or not realize it at first, and in any case eventually leads to disintegration of the game.
suoq
To me the telling point of this discussion is that the people being accused of being powertripping GMs don't actually care how any group runs their own table, but the person doing the accusations, insults, and shouting cares how everyone else runs tables he's not even a part of and will resort to any accusation to get them to run their table his way.

Edit: I also find it fascinating that the people who support "GM fiat" (for lack of a better term) all seem to support anyone running their own table their way, but the guy who is supporting "group consensus", refuses to enter into consensus with the rest of the group, apparently demanding the group agree with him if they want consensus to occur.

Thanks all. It's been fascinating and, oddly enough, uplifting when I think about it.
Brainpiercing7.62mm
QUOTE (Eliahad @ Oct 7 2011, 09:10 PM) *
Pulling a 3278 (Hi, Dvixen, wherever you are!)...

Tell me why it matters in the rest of this particular discussion, and I'll answer your questions. Because in my experience, right now, it does not matter.

Oh, it matters.

Sort of.

It's all tied in with the question of whether GM fiat is good or not. And that is tied in with the question of whether you really want just one person to resolve conflict for a group of people.

And that is all tied in with the question of why you don't just still play make-belief like in kindergarten, but instead play games with complicated rules which are apparently worth overriding at a given instance. And that is tied in with the question of whether you shouldn't be playing a different game (in the same setting?), because it actually provides better mechanics for what you want. BUT... I digress. And I also used to think that bad rules don't matter, as long as everyone is having fun.

In my view, C is the tedium case of what I envision: There is conflict. There is uncertainty how to work it out. Now in your example C gets discussed during the game, which detracts from the atmosphere. But the underlying problem should be adressed.


@suoq: Cut it out. I didn't start this thread, but I'll defend my position and if thousands argue against it. You are not getting what I'm saying, and I think I've repeated myself often enough. I don't care how you run your group, I DO care that the past years of development in roleplaying games is simply being thrown out of the window - and I would in no way call myself an expert in games theory. We're firmly back in Gygax-land. Happy days.

The most ridiculous thing is that I believe the SR4 writers were really thinking they were being progressive when they said to throw out the rules when they get in the way of the story.
KarmaInferno
QUOTE (Brainpiercing7.62mm @ Oct 7 2011, 07:37 PM) *
The most ridiculous thing is that I believe the SR4 writers were really thinking they were being progressive when they said to throw out the rules when they get in the way of the story.

And herein lies the fundamental disconnect.

There are a rather large number of RPG players and GMs that feel the opposite, that the rules should be minimal and are only really necessary in cases where fair adjudication of particular conflicts need to occur. Otherwise they should get out of the way as much as possible.



-k
suoq
QUOTE (Brainpiercing7.62mm @ Oct 7 2011, 05:37 PM) *
I'll defend my position and if thousands argue against it.
And this is why, with some people, consensus simply doesn't work.
QUOTE
The most ridiculous thing is that I believe the SR4 writers were really thinking they were being progressive when they said to throw out the rules when they get in the way of the story.

For me:
Rules > Story when I'm competing AGAINST the other people at the table.
Story > Rules when I'm collaborating WITH the other people at the table.

As far as Gygax-Land, toss that in as another example of games I find fun that you probably don't. Since you got mad that I only listed one Cthulhu game and called it a genre (I've lost track of how many Cthulhu games there were...*), I'll include Paranoia as part of the realm of Gygax land along with D&D Tomb of Horrors style. If you want, feel free to group it all into one giant genre called "Bring a spare character, your character will probably die. The second one might as well. And the third...."

*http://en.wikipedia.org/wiki/Call_of_Cthulhu_%28role-playing_game%29#Licenses
KarmaInferno
Oh, gods, I think Brainpiercing would pop a vein if he tried to play Paranoia.

This is a game that explicitly says the GM is God, that players are not even supposed to READ the GM section of the rules, and that the GM is SUPPOSED to completely make crap up if he thinks it'll screw with the characters in a funny way.

In short, if you're NOT a Dick GM in Paranoia, you're doing it wrong.



-k
CanRay
I not only GMed Paranoia, I used to demo it for Mongoose Publishing! biggrin.gif

What does that say about me, KI?
KarmaInferno
That you have class and taste.

Which class and what taste is another question.



-k
CanRay
Really? Most people refer to me as someone with "Wealth and taste", and then try to guess my name. vegm.gif

My personal point of pride was pushing a player into making the Eleventy-Billion Credit Warbot they had signed forms saying they were responsible for, which was the size of a High School, cry and run away from Alpha Complex.
Ol' Scratch
QUOTE (KarmaInferno @ Oct 7 2011, 07:02 PM) *
There are a rather large number of RPG players and GMs that feel the opposite, that the rules should be minimal and are only really necessary in cases where fair adjudication of particular conflicts need to occur. Otherwise they should get out of the way as much as possible.

And most RPGs that I can think of literally come out and say that very thing. Shadowrun is hardly unique in that respect. In fact, the only one I can think of that might not say that (and I could very much be wrong even then), is the big one that's trying really hard to be an MMORPG simulator rather than a real RPG -- D&D.

Regardless, the main point is this: The GM has every right to ignore, modify, or add new rules whenever and however he wants. That's his job and his right as the interpreter, arbiter, and referee of the game. He needs that right in order to keep the game session running smoothly, because no game system covers every single possibility that creative players can and do cook up during the course of a gaming session. If you interrupt the game to cry, whine, and bitch about one of his decisions -- which will almost always be due to selfish, petty reasons -- you're pissing him or her off, you're pissing the other players off, and you're wasting everyone's time. In other words, you're being an asshole. A complete and utter asshole.

If you have a problem with a GM's style or house rules, talk with them after the game or any other time the opportunity arises. If it's too much for you, just excuse yourself from the game and look for other people to play with. Your sole purpose at the gaming table is to play your character within the game world, using whatever rules the GM has decided to use. It doesn't matter if those rules are the "rules as written," "the rules as intended," or "the rules as fucked uppedly interpreted by the GM." Unless the GM specifically asks for help figuring something out, your opinion is very likely unwanted and unappreciated. And, most importantly, your opinion is wrong. At least for the duration of that session. No matter how right it may actually be.

And if you don't trust the GM you're playing with to be fair and impartial, you have issues well above and beyond what this topic is actually about.

And that's what the whole thing really boils down to.
Yerameyahu
I wanna know what's this stuff about 'years of RPG development' and 'back in Gygax-land', as if there's a correct, good-bad direction RPG should move. Evolution ain't guided. smile.gif
Patrick Goodman
QUOTE (Brainpiercing7.62mm @ Oct 7 2011, 06:37 PM) *
@suoq: Cut it out. I didn't start this thread, but I'll defend my position and if thousands argue against it. You are not getting what I'm saying, and I think I've repeated myself often enough.

We get what you're saying. We just think you're wrong.
QUOTE
I don't care how you run your group, I DO care that the past years of development in roleplaying games is simply being thrown out of the window - and I would in no way call myself an expert in games theory.

I've been in this hobby now for over 30 years. The past 30 years of development aren't being thrown out, I can assure you. Just because you've got quality control issues with the GMs whose table you've sat at does not mean the rest of us have had these problems, or that 30 years of development are being tossed to the heap.

If anything, they're being honored because almost every game out there will tell you to set the rules aside if they get in the way of a good story or a fun session.

Your problems are your problems; don't try to pin them on the rest of us, or the industry, or whatever. You're the one with quality control problems; you need to deal with them.
QUOTE
We're firmly back in Gygax-land. Happy days.

You say that like it was a bad thing. You're wrong here, too.
QUOTE
The most ridiculous thing is that I believe the SR4 writers were really thinking they were being progressive when they said to throw out the rules when they get in the way of the story.

Nope, not progressive. Respectful of the hobby and its history, respectful of the fact that they know it's a game. Nothing progressive about that...just mindful of history.
Whipstitch
N/A
Faelan
Someone has had too much of http://www.indie-rpgs.com/forge/index.php and believes we should all delve into narrativist, simulationist, gamist, bullshit that if you are actually PLAYING no one gives a shit about. I was a victim of theory once too, then I actually started doing what I had always done, winging a game everyone at my table enjoyed...nuff said.
Dahrken
You know BP, I can't help but wonder : what would you do if a teble where you are voted that yes, "Rule 0" should be used...

I also noticed that all your exemples are about a GM using fiat to do things that you feel screw your character, but none are about fiat used to make it easier on the character(s).
Whipstitch
I'm not really fond of being coddled by the GM, tbh. Ironically, this comes in part from my experience with rules light games in which half the fun is taking the results of die rolls as "direction" for your character since you're not trying to "win" anyway. In such games whining that "My character wouldn't frenzy/be intimidated/whatever" is kinda besides the point because in a lot of systems characters should have breaking points and not just iron man everything.
Stalag
QUOTE (KarmaInferno @ Oct 7 2011, 08:19 PM) *
Oh, gods, I think Brainpiercing would pop a vein if he tried to play Paranoia.

This is a game that explicitly says the GM is God, that players are not even supposed to READ the GM section of the rules, and that the GM is SUPPOSED to completely make crap up if he thinks it'll screw with the characters in a funny way.

In short, if you're NOT a Dick GM in Paranoia, you're doing it wrong.

God I haven't played that in forever... Paranoia is awesome!
Stalag
QUOTE (Ol' Scratch @ Oct 7 2011, 09:04 PM) *
is the big one that's trying really hard to be an MMORPG simulator rather than a real RPG -- D&D.

There's irony in there somewhere...
Mayhem_2006
QUOTE (Brainpiercing7.62mm @ Oct 8 2011, 12:37 AM) *
You are not getting what I'm saying, and I think I've repeated myself often enough.


And that is part of the problem - you can repeat yourself as much as you like but if you want to prove a point you have to say something *new*, not just say what you already said again, in a louder voice, with increasingly more derision of the people you are trying to persuade.

And as has already been said - if you are trying to communicate and *nobody* understands you, maybe the problem is at your end.
Mayhem_2006
QUOTE (Yerameyahu @ Oct 8 2011, 03:18 AM) *
I wanna know what's this stuff about 'years of RPG development' and 'back in Gygax-land', as if there's a correct, good-bad direction RPG should move. Evolution ain't guided. smile.gif


Especially since many would argue that the years of development were moving away from inflexible rules and towards GM Fiat, as people realised that a GM can make a call on an odd issue in seconds, whereas having a 500 page rulebook in order to cover as many odd situations as possible results in people stopping roleplaying in order to look things up.

(And worryingly, I have seen that some people think that MMORPGS are an *upwards* evolution from pen-and-paper games, even though I have yet to see one that genuinely deserves to have "RP" in its acronym...)

Quite what BP would make of games like James Wallis' Bugtown, or Amber, where there are no dice and even the setting, let alone the conflict resolution, can be made up on the fly by the GM, I shudder to think.
Brainpiercing7.62mm
QUOTE (Mayhem_2006 @ Oct 8 2011, 09:55 AM) *
Especially since many would argue that the years of development were moving away from inflexible rules and towards GM Fiat, as people realised that a GM can make a call on an odd issue in seconds, whereas having a 500 page rulebook in order to cover as many odd situations as possible results in people stopping roleplaying in order to look things up.

(And worryingly, I have seen that some people think that MMORPGS are an *upwards* evolution from pen-and-paper games, even though I have yet to see one that genuinely deserves to have "RP" in its acronym...)

Quite what BP would make of games like James Wallis' Bugtown, or Amber, where there are no dice and even the setting, let alone the conflict resolution, can be made up on the fly by the GM, I shudder to think.


I've played a LOT of diceless, rule-less games, and even some where there was a GM. It ALWAYS went to hell as soon as there was a GM there. He would have his special friends. Suddenly these special friends had characters who could do everything. When you chose to protest, suddenly you were a trouble-maker. Especially on the internet. I have had successful sprees of dice-less, rule-less games without a GM.


I'll repeat myself again:
In kindergarten, you played make-belief.

Then you found out, that at some point either the bully always wins, or it's just random going around in circles.

So you make rules, in order to resolve conflicts that occur within the imaginary world. That's called making a game.

And then (by your reasoning) you put a guy in charge who can get rid of the rules again at a whim, in order to do what he thinks is fun for the group. And I'm supposed to trust him? If the rules are good, why would I even need to?

Where is the fricken logic in that?

I'll buy into your opinion when the rulebooks say:
When the rules get away of ANYBODY's fun, then screw them, player, GM, whatever. No, I'll still not buy into that.

If the rules are bad, make new rules, instead of putting a guy there to resolve conflicts for you again. If you trust this guy so much, why have rules in the first place? Playing a game with rules that don't work makes no sense, because then you should be playing a game with rules that actually do work.
ravensmuse
Brain, I think you need to take a step back and realize that how you're arguing in this thread is actually exactly what you're railing against. You're not looking for discussion, you're looking for people to acknowledge your playstyle as "right". And no offense? If this is what debate is like at your table, I wouldn't want anything to do with it. Sorry.

You're also being incredibly disrespectful to people trying to talk to you about this. You can't go about yelling at people for not getting at you while at the same time disrespecting what they're doing at their own tables. You could take a step back and listen to what they're saying and critique your own style; none of us are ever perfect.

You keep appealing to an authority you don't have. You keep saying, "this has worked at thousands of tables!" and "it works great for everyone!" but you've presented us no evidence of this. No Actual Play reports, no game session recordings, no new rule system playtested by a thousand tables - hell, psychological blind studies utilizing of a bunch of people playing in different styles. Stop using this appeal, dude; it's not getting you anywhere when there are people whose games have been running fine and fulfilled for years upon years.

But if you want to continue to use it - start digging up some evidence. Because you're not doing much more than "nuh uh, it totally works out great!"

You're using the pop culture version of what Gygax's games were like. Have you ever read anything by Gygax, any of Gygax's players, or people playing in the Old School Renaissance genre, whose theme is "rulings, not rules"? That's pretty much up your alley, dude, but you're being blinded by a version of Gygax that isn't true. The "ha! You're dead!" modules exist solely because of conventions, whose goal back in the day was to challenge players and see how far they could get. Gygax himself was pretty much about challenging you in the arena of intelligence, not brute strength; go back and read some of his Dragon articles from the 00's. Or read some of the stuff Old Geezer talks about over on RPG.net. Or crack open a copy of Professor Layton and X to get a feel for what his home games have been described as.

If anything though, this topic has made me dig more into gaming theory and group play, and I'm at least grateful for that.

(Dungeons and Dragons is a crazy thing to talk about in the context of gaming theory. 3.* is, well, a tightly oiled engine that people are way too fetishized about, and 4e would be an indie kid's dream if they'd jettisoned / re-jiggered the "outside of combat" stuff; it's a tight, focused game of player challenging tactical combat that's perfect for "Step On Up" style play.)
ravensmuse
QUOTE (Brainpiercing7.62mm @ Oct 8 2011, 05:16 AM) *
I'll repeat myself again:
In kindergarten, you played make-belief.

Then you found out, that at some point either the bully always wins, or it's just random going around in circles.


QUOTE
And then (by your reasoning) you put a guy in charge who can get rid of the rules again at a whim, in order to do what he thinks is fun for the group. And I'm supposed to trust him? If the rules are good, why would I even need to?


You've had a consistent run of bad GMs. Realize this, deal with this, and move on, dude. You're obsessing and it's unhealthy.
Mayhem_2006
QUOTE (Brainpiercing7.62mm @ Oct 8 2011, 11:16 AM) *
I've played a LOT of diceless, rule-less games, and even some where there was a GM. It ALWAYS went to hell as soon as there was a GM there. He would have his special friends. Suddenly these special friends had characters who could do everything. When you chose to protest, suddenly you were a trouble-maker. Especially on the internet. I have had successful sprees of dice-less, rule-less games without a GM.


So, we return to the anecdotal "I have played with Bad GMs, therefore GMs shouldn't be allowed to be in charge."

Wheras for most people, this would be "I have played with bad GMs, so I stop playing with them and find good ones."

My anecdotes are as equally valid as yours, and I can say without a doubt that some of the free-form Star Trek games sessions I played were the most fun, most role-playing intense gaming sessions I have ever been involved with. They would not have worked via "rules by consensus", they required complete GM trust.

Interestingly, one of the characters we ran into in those games - Q - could not, apparently, appear in one of your games, as such beings have unlimited power and you don't trust GMs to weild that.

You also appear to be ignoring the simple fact that GMs can weild unlimited power without having to break the rules. You have to trust the GM to be telling a good story, because if he decides it would be funny to kill of the entire party he can do so, easily, well within the rules, no matter what voting arrangements the players have. A GM who wants to be a dick can be a dick no matter what the players decide, with the exception of making the decision to not play in his game any more.

And what happens in your games if 3 of the players are best buds and consistently vote for things that are better for them than for the other player and the GM? Maybe they are all playing non magic types, and don't want NPC mages to be able to hurt them, so vote for changes to the magic system, neutering the GMs mages but as a by-product screwing over the one player that is playing a mage? That sounds like it could be a problem, wheras you have constantly stated "My way has NO problems." - and we are now up to at least 3.

- can't play games in which rules are required to be secret
- can't encounter beings of unlimited power, even if they are part of the canon
- can be manipulated by player power-blocks to make them more powerful vs NPCs at the expense of other characters.

But once again, on behalf of the others who have already stated it: Do what the heck you like at your table. Do what works for you. But you look a damned fool when you walk in and demand that your way is best for everyone else too, based solely on your own anecdotal evidence.

Brainpiercing7.62mm
QUOTE (ravensmuse @ Oct 8 2011, 12:38 PM) *
Brain, I think you need to take a step back and realize that how you're arguing in this thread is actually exactly what you're railing against. You're not looking for discussion, you're looking for people to acknowledge your playstyle as "right". And no offense? If this is what debate is like at your table, I wouldn't want anything to do with it. Sorry.

Debate at my table goes like this: (And again, this only happens during play during learning phases.)
"Alright, we've found a problem in the rules, I've thought about it and propose this".
And then the others might say:
"No, I think we should do it like that, because..."
And when noone has anything more to add to the mechanical bits.
"Alright, so... who thinks this is better, and who thinks that is better? Ah, alright, then we'll take..."

You see, there are no wrong and right rules, but there are of course good and bad rules. That's up to the debate. On the other hand, there is only one best baseline that you write in a rulebook about what everyone should do within the game. A baseline that is then completely open to interpret as you like, and draw whatever social contract that you like. That baseline that allows this by default is obviously superior to the one that first restricts you, then requires you to ignore parts of it, and then can be made into a flexible thing.

And at this point we are still not in the process of logically discussing this, because one side keeps coming back to empirics. I am intentionally not always coming back to my own bad experiences.
QUOTE
You're also being incredibly disrespectful to people trying to talk to you about this. You can't go about yelling at people for not getting at you while at the same time disrespecting what they're doing at their own tables. You could take a step back and listen to what they're saying and critique your own style; none of us are ever perfect.

I'm not disrespecting what they are doing at their tables, I'm disrespecting the baseline they are drawing: That GM-choice is the baseline, and everything goes on from there. Fact is - alright, let's rephrase that, since it was criticized - IN MY OPINION, most of the sensible people arguing here actually do not run or play in really authoritarian tables. Probably they haven't ever, so they don't know what it's like. Those that do and still like it, I guess, were either the GM, very lucky, or... I don't know. The closest comparison I can find is poor people voting Republican.

QUOTE
You keep appealing to an authority you don't have. You keep saying, "this has worked at thousands of tables!" and "it works great for everyone!" but you've presented us no evidence of this. No Actual Play reports, no game session recordings, no new rule system playtested by a thousand tables - hell, psychological blind studies utilizing of a bunch of people playing in different styles. Stop using this appeal, dude; it's not getting you anywhere when there are people whose games have been running fine and fulfilled for years upon years.

I've never quoted any kind of evidence that points to democratic gaming being better. Because there IS NONE! I'm saying that the baseline of "work things out together and make rules as a group" CAN work for everyone, while the other one has been proven, both logically and by -a dmittedly circumstantial - evidence not to. If you want to see within this thread how it's been proven then read that post above by the guy calling himself Ol'scratch. That guy is basically making my point for me.

And this has nothing to do with special cases, like game types that require that not only the characters don't know what's going to happen, but the players don't either. I'm only concerned with the baseline.

(Who said they didn't want to see me playing Paranoia? Damn right you are nyahnyah.gif. But calling Paranoia a roleplaying game is just...off. It may be roleplaying, but it certainly isn't a game.)

Oh, and the funny thing is, authoritarian systems mostly DO work, because any opposing opinions are disregarded, and the person holding them thrown out or otherwise dealt with, like calling them assoles and troublemakers and such. The entire problem is that the system works as long as everyone is having fun. But if one person stops having fun, then... well, the others will still think it's working, but this guy gets the shaft. Granted, if he's the only one seeing a problem he probably won't get far under a democratic system either.

QUOTE
You're using the pop culture version of what Gygax's games were like. Have you ever read anything by Gygax, any of Gygax's players, or people playing in the Old School Renaissance genre, whose theme is "rulings, not rules"? That's pretty much up your alley, dude, but you're being blinded by a version of Gygax that isn't true. The "ha! You're dead!" modules exist solely because of conventions, whose goal back in the day was to challenge players and see how far they could get. Gygax himself was pretty much about challenging you in the arena of intelligence, not brute strength; go back and read some of his Dragon articles from the 00's. Or read some of the stuff Old Geezer talks about over on RPG.net. Or crack open a copy of Professor Layton and X to get a feel for what his home games have been described as.

True, I don't know much about these old sessions. The only thing I know about are the strange ideas of traps he apparently had. Well...

You do understand though, that even in the context of challenging players that you have to play by the rules to do so? Or else there was never even a challenge, or at least the challenge was never doing anything within the game. It was somehow getting the GM to let you pass.

QUOTE
(Dungeons and Dragons is a crazy thing to talk about in the context of gaming theory. 3.* is, well, a tightly oiled engine that people are way too fetishized about, and 4e would be an indie kid's dream if they'd jettisoned / re-jiggered the "outside of combat" stuff; it's a tight, focused game of player challenging tactical combat that's perfect for "Step On Up" style play.)

D&D 3.5 is a more or less consistent system that tried to define mostly everything with detailed rules. That's... well, still not one of the major problems. The major problem is scale of numbers compared to scale of RNG. And rocket tag. It's borderline to a streamline combat engine, except not so streamlined, and it tries to hide a bit that it mainly deals with combat.

D&D 4 is a MMO®PG. It's a pretty pure combat engine, focused on action adventure, not suitable for the full gamut of roleplaying.


Oh, but one more time, because you said you were thinking more about theory:

Why do you need rules?
Why do you need a GM?
Would you need a GM if the rules were perfect? And perfect means that everything is resolved really quickly and with as much or little detail as you like. And if yes, then for what specific tasks?
Brainpiercing7.62mm
QUOTE (Mayhem_2006 @ Oct 8 2011, 02:22 PM) *
So, we return to the anecdotal "I have played with Bad GMs, therefore GMs shouldn't be allowed to be in charge."

Wheras for most people, this would be "I have played with bad GMs, so I stop playing with them and find good ones."

My anecdotes are as equally valid as yours, and I can say without a doubt that some of the free-form Star Trek games sessions I played were the most fun, most role-playing intense gaming sessions I have ever been involved with. They would not have worked via "rules by consensus", they required complete GM trust.

Generally I would agree, indeed freeform roleplaying can be the most rewarding roleplaying experiences. In a strict sense, they shouldn't be called games, though, but rather given a name like cooperative storytelling.
QUOTE
Interestingly, one of the characters we ran into in those games - Q - could not, apparently, appear in one of your games, as such beings have unlimited power and you don't trust GMs to weild that.

Would you trust a player to wield it?
QUOTE
You also appear to be ignoring the simple fact that GMs can weild unlimited power without having to break the rules. You have to trust the GM to be telling a good story, because if he decides it would be funny to kill of the entire party he can do so, easily, well within the rules, no matter what voting arrangements the players have. A GM who wants to be a dick can be a dick no matter what the players decide, with the exception of making the decision to not play in his game any more.

I'm not ignoring that in the least. I'm well aware of it. However, at that point it usually becomes painfully apparent to everyone that that guy is a dick, whereas by constant fiat he may appear to be completely impartial for a while, whereas he's in reality not.
QUOTE
And what happens in your games if 3 of the players are best buds and consistently vote for things that are better for them than for the other player and the GM? Maybe they are all playing non magic types, and don't want NPC mages to be able to hurt them, so vote for changes to the magic system, neutering the GMs mages but as a by-product screwing over the one player that is playing a mage? That sounds like it could be a problem, wheras you have constantly stated "My way has NO problems." - and we are now up to at least 3.

- can't play games in which rules are required to be secret
Those aren't games, in a strict sense, but let's go with it for want of a better word. However, you can indeed play games like that, you just have to agree on it, first.
QUOTE
- can't encounter beings of unlimited power, even if they are part of the canon
Obviously a borderline case. How often does this come up? Also, ANY game can have this, you simply have to put it in the rules.
QUOTE
- can be manipulated by player power-blocks to make them more powerful vs NPCs at the expense of other characters.
Everythign can be ruined by power blocks. A GM-choice game could be ruined by the power-block of the players.
QUOTE
But once again, on behalf of the others who have already stated it: Do what the heck you like at your table. Do what works for you. But you look a damned fool when you walk in and demand that your way is best for everyone else too, based solely on your own anecdotal evidence.

And yet more of reading things I haven't said.
KarmaInferno
QUOTE (Brainpiercing7.62mm @ Oct 8 2011, 07:52 AM) *
Oh, and the funny thing is, authoritarian systems mostly DO work, because any opposing opinions are disregarded, and the person holding them thrown out or otherwise dealt with, like calling them assoles and troublemakers and such. The entire problem is that the system works as long as everyone is having fun. But if one person stops having fun, then... well, the others will still think it's working, but this guy gets the shaft. Granted, if he's the only one seeing a problem he probably won't get far under a democratic system either.

Every single example you're posted so far has been a result of having a bad GM.

Every single one.

So far, every indication is that you are having a problem with bad GMs. That is why you feel the way you do.

Every single argument you have presented boils down to "But the GM might abuse his power."

That a problem with the GM, not with the system.

Good GMs take player input into account, and then make decisions tempered by that input. Good GMs are primarily concerned with whether their players are having fun, rather than trying to revel in their power. Good GMs aren't jerks.

It sounds like you don't get good GMs. Seriously.



-k
Yerameyahu
Hehe. That protestation gets funnier every time. "Guys, you *all* obviously don't speak English."
Mayhem_2006
QUOTE (Yerameyahu @ Oct 8 2011, 02:08 PM) *
Hehe. That protestation gets funnier every time. "Guys, you *all* obviously don't speak English."

'm also the enjoying the "no true scotsman" fallacy biggrin.gif

"Your rules don't work for this game"

- - "Well, that's not really a game."

"Your rules don't work for this game either"

- - "Well, that's not really a game, either."

"Your rules don't work for this game either"

- - "Well, of course, that's not really a game, either."

"And they don't allow for this to happen in a game."

"Your rules don't work for this game either"

- - "Well, if that's happening, that's not a game. But my way is better for ALL games."
Faelan
QUOTE (Yerameyahu @ Oct 8 2011, 09:08 AM) *
Hehe. That protestation gets funnier every time. "Guys, you *all* obviously don't speak English."


Kaj ti pravis? Jaz govorim anglesko wink.gif
suoq
Edited: Nevermind. My brain is still frozen on "it (Paranoia) is not a game". There's nothing I can add at this point that isn't sarcastic and might, in any way, be productive.
Eliahad
The bully never won when we played make-believe in Kindergarten. The bully didn't play in our games. He went and hung out with his friends. Occasionally there would be a scuffle between the two groups.

The dick wasn't at our table. We didn't let him, and we trusted everyone at our table. He, the dick, went and had his own table. Arguments (it's not really a discussion anymore) like this happen at websites all over the place based on the experiences of the users involved.
Yerameyahu
This has never really happened at a table I've been at, but isn't there a roleplaying mode where only the GM even knows the rules? Players tell him what they do, and he translates. See last season of Community.
Faelan
QUOTE (suoq @ Oct 8 2011, 09:53 AM) *
Since in "English" (which apparently none of us here speak), Paranoia, isn't a "game", could someone explain to me what a "game" is because I'm lost.


I'm not lost, the guy beating his head in on a brick wall screaming at it to break because logically it should might be. The fact that he has engendered ridicule and scorn from everyone in the discussion, might inform a person that perhaps their viewpoint or method of arguing might be faulty. Instead as I stated before it is all about the bad GM.

QUOTE
Why is it all of his GMs are dicks, and his at-table discussions are so much more polite than his responses in this thread. Don't people at his table accuse everyone else of not speaking English, not understanding what they're saying, being on power trips, etc.? Why such a difference between his behavior here and his behavior as he presents it in his examples?


If it smells like shit, looks like shit, it probably is exactly that, shit. His examples ring of falsehood when compared to his behavior here, but I am sure none of us who would point this out are sensible, english speaking, or even exhibiting signs of sentience.

QUOTE
Is there anyone here who wants to sit at the table where the rules are argued in the fashion his arguments have been presented here? Personally, I'd rather be "playing" Paranoia (can you play Paranoia if it isn't a game?) with Canray.


A Paranoia game with Canray would fun, but barring that I would almost rather chew on a .45 so I can get lead poisoning at least then I would have an excuse for not understanding english.
Warlordtheft
QUOTE (KarmaInferno @ Oct 8 2011, 08:07 AM) *
That a problem with the GM, not with the system.


That is true. I've seen bad GM's railroad players into TPK's, I've also seen good GM's accidentally do the same, but usually they realize their mistake and make it so there isn't a TPK.

For rules, it is best to have the full set of rules as detailled as possible. But, when the question is an obscure/rare situation (such as: A ward on a moving vehicle (a subway train car) in a subway tunnel impacts a mage PC in the astral, what happens?) I am sure the rules are in there somewhere, but how often does it come up? Is it worth looking up?
KarmaInferno
GM Fiat is a valuable tool. It can be used to smooth over problems that arise in game play, to ensure fun. It should not be used in an arbitrary fashion. A GM who does use it that way is a Dick GM. And the problem there lies with the GM, not the Fiat.

Consensus rules also don't guarantee the best decisions. They only guarantee the most POPULAR decisions. Most popular does not always equal best.



-k
Patrick Goodman
QUOTE (Stalag @ Oct 7 2011, 11:48 AM) *
Very true, but I've seen few so poorly assembled as SR4 (and still be playable). The SR4 game design itself is fine (give or take details here and there, the ridiculous power of spirits, and the whole Matrix), it's just the way the rules themselves were actually written down and then assembled together in the book.

Word. You should try having to write with them. There's a whole raftload of organizational issues that I really wish could be taken care of, but until then, I have to live with them....

Sorry to derail this already derailed topic, but I just saw this and had to comment.
suoq
QUOTE (KarmaInferno @ Oct 8 2011, 08:15 AM) *
Consensus rules also don't guarantee the best decisions. They only guarantee the most POPULAR decisions. Most popular does not always equal best.

My experience is that they don't even guarantee popular decisions. They often end up going with the only decision that no one is willing to yell and scream and insult and ridicule everyone else over. I've watched entire teams* give into a decision only one of them supported because it was the only way to work with that one person who had to have it their way. Some people (see this thread) are unable to support a majority viewpoint when it's not their own.

I watched a perfectly good team dissolve because people simply got tired of the method by which consensus was reached. The fed up members eventually formed a different team without the people who caused issues and their productivity and success of decision making was noticeably higher, while their time to reach consensus was drastically cut.

----------

* I worked in a large flat office that grew to about 70 people over time. No management, no hierarchy. Some people who, by experience or persuasion tended to be listened to more and some who by inexperience or shyness had less of a voice, so it wasn't perfect, but it was a great experience.

-----------------------------------

I'm wondering how many GMs become dicks because they don't know how to uninvite players and therefore encourage the player to uninvite themselves.
ravensmuse
QUOTE (Brainpiercing7.62mm @ Oct 8 2011, 08:52 AM) *
Gibberish

No, seriously? This is gibberish. Irrelevant to the conversation.

QUOTE
And at this point we are still not in the process of logically discussing this, because one side keeps coming back to empirics. I am intentionally not always coming back to my own bad experiences.

We're coming back to empirics because the way you're discussing your playstyle keeps referring back to empirics. You keep saying, "this works! It works!" but you're not proving your statements. And it's frustrating.

QUOTE
I'm not disrespecting what they are doing at their tables, I'm disrespecting the baseline they are drawing...

No, you're disrespecting everyone here. In this thread. Right now. Reading this. By being stubborn and not listening and criticizing everyone's play styles.

No offense but - stop being stubborn and listen and you might learn something.: That GM-choice is the baseline, and everything goes on from there. Fact is - alright, let's rephrase that, since it was criticized - IN MY OPINION,

QUOTE
most of the sensible people arguing here actually do not run or play in really authoritarian tables.

Now they do. Because you're backtracking.

QUOTE
The closest comparison I can find is poor people voting Republican.

And you're reported. I mean, seriously? This is relevant how?

QUOTE
I've never quoted any kind of evidence that points to democratic gaming being better. Because there IS NONE!

Then why do you keep saying that there is?

The rest I'll get back to, because I'm going to hang out with horses.
suoq
QUOTE (ravensmuse @ Oct 8 2011, 09:40 AM) *
Then why do you keep saying that there is?

Because screaming makes it so.
phlapjack77
QUOTE (Yerameyahu @ Oct 8 2011, 10:02 PM) *
This has never really happened at a table I've been at, but isn't there a roleplaying mode where only the GM even knows the rules? Players tell him what they do, and he translates....

One of the best games I've ever been in did this....ah, memories....

Off-topic, but what happened on 27-February 02 ? I see that member ids jumped from 400-something to 1800-something...
LurkerOutThere
Hi all, I'm Lurker and I'm an authoritarian GM (More on this Later)

I've been reading this thread and while I too join the consensus that gaming by consensus doesn't work. (I'm so clever.) I did want to examine a statement Brain had meant, mostly because he seems to make a tent stake of it as evidence by putting it in gigantic type.

QUOTE
Rules discussions and consensus happens BEFORE or AFTER the playing session.


I guess I need to ask when and where does this mythical before the playing session time occur. Fro example, in my group where currently I am presidente-for-life-big-cheese until someone else wants to take the big chair generally play starts as soon as i've walked in the door and got my stuff broken out and the group turns off whatever electronics they were amusing themselves with while I wait. Unfortunately due to a variety of issues, some simply personal time management failings I am usually the last to arrive. Sometimes game is held while everyone breaks into the food being served or having reached a consensus on what we're going to order as a group someone is sent to get stuff. No one wants to see me do a big piece of exposition or recaping with a mouthful of food. Similarly we have a facebook group where I try and keep people abreast of house rules or invite open discussion on ones that I'm feeling especially troubled by. I also try and proactively warn players who might be most affected by rules changes i'm making (mages with mind control spells for example). But that's really the sum total of the group pre-planning. Likewise our after sessions are usually those times after the folks who have to work or commute early in the morning leave until when the host (a second shifter) kicks us out. Now I do get a fair amount of rules feedback then, a couple weeks ago I had a home made electrical trap the opposition rigged up do a player 20 Stun, working on the reasoning that it was electrical but since the core of the track was a main power line (of the sort that kills people all to often) it should be the kind of damage that is instantly fatal to most of the population. One of the players after I gave (what I felt was) ample opportunity to know what was up decided to dare teh trap anyway. He was quite upset when he was stunned into unconciousness in one go and was essentially out of the fight. He ended up leaving early because of that, more then a little upset. The rest of the group called me on it and I saw the error of my ways, I apologized to the player next session and mentioned I should have handled the situation differently.

Anyway enough cool story bro the question i'm really asking is when do you find time for rules discussion that doesn't subtract from game time.



Ol' Scratch
QUOTE (LurkerOutThere @ Oct 8 2011, 10:34 AM) *
Anyway enough cool story bro the question i'm really asking is when do you find time for rules discussion that doesn't subtract from game time.

So you're gaming 24/7, and/or have no interaction with the friends you're playing with beyond the table? Not even through this neat little invention from a few years back called "the Internet" where you can communicate freely and easily with one another at your leisure?
Yerameyahu
Nah, your player was probably a baby. Unless he had reason to think he was immune to electricity. smile.gif
Stalag
QUOTE (LurkerOutThere @ Oct 8 2011, 10:34 AM) *
I gave (what I felt was) ample opportunity to know what was up decided to dare teh trap anyway. He was quite upset when he was stunned into unconciousness in one go

He knew there was a trap, knew it might kill his character, and stepped into it anyway?? I don't believe there was anything for you to apologize for.
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