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Dungeons & Dra.. 4e General Discuss.. Legends and Lore - Good Fences Make Good Players
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2 years ago  ::  Sep 13, 2011 - 5:20AM #11
Balesir
Date Joined: Aug 19, 2005
Posts: 1,179
At last, an article where I agree with almost all of what was said! Laughing

The general thrust, which I agree with, seems to me not so much "the system can make bad players good" but rather "the system can support players in being good players".  The odd thing is, as kendor has already mentioned in the comments to the article, this could just as well apply the the DM, the topic of last week's article.  Parse the last paragraph like this:

"A good player DM can overcome any of these shortcomings, but a player DM’s energy is better served in portraying his character monsters, immersing in the environment designing the world, coming up with cunning plans exciting and engaging encounters, adventures and campaigns and so on, rather than working against or continually re-inventing the system. A good system encourages good play DMing."

...and I think most roleplayers would agree with the idea of this, too.
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Balesir
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2 years ago  ::  Sep 13, 2011 - 5:31AM #12
Arithezoo
Date Joined: Aug 31, 2008
Posts: 3,288
This was a great article.  I like how the description of bad players is as true today as it was when Mr Gygax wrote them.

Regarding using rules to make good DMs, I think Mr Mearls is right.  His last article didn't just say that you shouldn't use rules to make good DMs and leave it at that.  It added that it is critical for "designers to provide good DMing advice, easy to understand methods that  beginners can learn, and flexible rules that help DMs build great  campaigns and compelling adventures."

His point was that if you focus too much on using the rules to prevent bad DMs, you end up making them too restrictive for good DMs too.  At the same time, all of the things that go into make a system work well for the Players means that the DM shouldn't have to spend time "continually re-inventing" the system. 
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2 years ago  ::  Sep 13, 2011 - 5:44AM #13
BeastSoulEyes
Date Joined: Sep 16, 2005
Posts: 433
I don't why, but I find those articles more and more... useless....

I know the word is harsh, but seriously, what is he doing here, and for the last weeks, other than telling self-evident truths on pnpRPGs that everyone already knows about...

Oh well, maybe I just miss the flame wars... don't know.
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2 years ago  ::  Sep 13, 2011 - 5:58AM #14
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,812

Sep 13, 2011 -- 5:20AM, Balesir wrote:

At last, an article where I agree with almost all of what was said! Laughing

The general thrust, which I agree with, seems to me not so much "the system can make bad players good" but rather "the system can support players in being good players".  The odd thing is, as kendor has already mentioned in the comments to the article, this could just as well apply the the DM, the topic of last week's article.  Parse the last paragraph like this:

"A good player DM can overcome any of these shortcomings, but a player DM’s energy is better served in portraying his character monsters, immersing in the environment designing the world, coming up with cunning plans exciting and engaging encounters, adventures and campaigns and so on, rather than working against or continually re-inventing the system. A good system encourages good play DMing."

...and I think most roleplayers would agree with the idea of this, too.




DMs are players too.. eh.

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2 years ago  ::  Sep 13, 2011 - 6:00AM #15
rambaldi
Date Joined: Aug 21, 2007
Posts: 464

Sep 13, 2011 -- 5:58AM, Garthanos wrote:

Sep 13, 2011 -- 5:20AM, Balesir wrote:

At last, an article where I agree with almost all of what was said! Laughing

The general thrust, which I agree with, seems to me not so much "the system can make bad players good" but rather "the system can support players in being good players".  The odd thing is, as kendor has already mentioned in the comments to the article, this could just as well apply the the DM, the topic of last week's article.  Parse the last paragraph like this:

"A good player DM can overcome any of these shortcomings, but a player DM’s energy is better served in portraying his character monsters, immersing in the environment designing the world, coming up with cunning plans exciting and engaging encounters, adventures and campaigns and so on, rather than working against or continually re-inventing the system. A good system encourages good play DMing."

...and I think most roleplayers would agree with the idea of this, too.




DMs are players too.. eh.




No they aren't, they aren't allowed to have fun either.

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2 years ago  ::  Sep 13, 2011 - 6:48AM #16
blazian
Date Joined: Dec 4, 2009
Posts: 1,277

Sep 13, 2011 -- 6:00AM, rambaldi wrote:

Sep 13, 2011 -- 5:58AM, Garthanos wrote:

Sep 13, 2011 -- 5:20AM, Balesir wrote:

At last, an article where I agree with almost all of what was said! Laughing

The general thrust, which I agree with, seems to me not so much "the system can make bad players good" but rather "the system can support players in being good players".  The odd thing is, as kendor has already mentioned in the comments to the article, this could just as well apply the the DM, the topic of last week's article.  Parse the last paragraph like this:

"A good player DM can overcome any of these shortcomings, but a player DM’s energy is better served in portraying his character monsters, immersing in the environment designing the world, coming up with cunning plans exciting and engaging encounters, adventures and campaigns and so on, rather than working against or continually re-inventing the system. A good system encourages good play DMing."

...and I think most roleplayers would agree with the idea of this, too.




DMs are players too.. eh.




No they aren't, they aren't allowed to have fun either.




When I Dm my players know that if I'm not incessantly whining about how I need a crit to hit the Fighter after having his AC buffed out for a couple of encounters that they haven't done their jobs. :p

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2 years ago  ::  Sep 13, 2011 - 8:22AM #17
sirkaikillah
Date Joined: Aug 22, 2007
Posts: 2,604

Sep 12, 2011 -- 10:38PM, Mand12 wrote:

Fences...

en.wikipedia.org/wiki/Fence_%28criminal%...




Oooh.

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2 years ago  ::  Sep 13, 2011 - 8:29AM #18
ecla
Date Joined: Nov 19, 2008
Posts: 624

Sep 13, 2011 -- 5:44AM, BeastSoulEyes wrote:

I don't why, but I find those articles more and more... useless....





Heh, you ever read 'Up On A Soapbox' by good ol' EGG?


Re: this week's topic. 

News flash .. bad players ruin any game: team sports (e.g., soccer), competitive boardgames (e.g. Settlers of Catan), co-operative boardgames (e.g. Arkham Horror), groups in MMOs (e.g. Guild Wars, World of Warcraft).  RPGs are no different! 


Sadly the 'kick the guy out of your game!' advice from Gygax circa. '74 is still the best advice.  There's no cure for Jerkdom yet, even in this age of wonder and marvels        

        

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2 years ago  ::  Sep 13, 2011 - 8:33AM #19
fugacityD
Date Joined: Jul 9, 2008
Posts: 1,673

Sep 13, 2011 -- 5:20AM, Balesir wrote:

At last, an article where I agree with almost all of what was said! Laughing

The general thrust, which I agree with, seems to me not so much "the system can make bad players good" but rather "the system can support players in being good players".  The odd thing is, as kendor has already mentioned in the comments to the article, this could just as well apply the the DM, the topic of last week's article.  Parse the last paragraph like this:

"A good player DM can overcome any of these shortcomings, but a player DM’s energy is better served in portraying his character monsters, immersing in the environment designing the world, coming up with cunning plans exciting and engaging encounters, adventures and campaigns and so on, rather than working against or continually re-inventing the system. A good system encourages good play DMing."

...and I think most roleplayers would agree with the idea of this, too.


+1 on both accounts.

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2 years ago  ::  Sep 13, 2011 - 9:03AM #20
oxybe
Date Joined: Mar 22, 2005
Posts: 5,176

Sep 13, 2011 -- 8:29AM, ecla wrote:

Sadly the 'kick the guy out of your game!' advice from Gygax circa. '74 is still the best advice.  There's no cure for Jerkdom yet, even in this age of wonder and marvels




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