David Alex Lamb
2004-09-22 17:05:50 UTC
[note followup to just rgfd]
A recent thread in rgf.dnd raised the issue of players "overruling" the GM;
some posters responded that this was ludicrous -- "the GM is God" approach. I
mentioned that there could be examples where, before the game started, the
players and GMs agreed to some constraints on the way the DM would run the
game. My slightly strained example was "excuse me, Mr. DM, but we agreed 'no
undead' when we started a few months ago, so why are we facing a wraith now?"
This isn't quite "overruling" perhaps -- just drawing to the DM's attention a
mismatch of expectations about the game -- but is still an example where a
player might reasonably expect a change in the DM's decision(s).
This issue shows up in rgfa as "game contract" issues, a term of art on rgfa
that includes the possibility, indeed the likelihood, that some players or the
DM just assumed certain rules held, and so never thought to make them
explicit. The etymology is from Rousseau's "social contract", a (sometimes)
unwritten code of behaviour governing the relationship of individuals to the
state. I didn't want to asume the term would be understood in the same way on
rgfd, so I spent a few words on this intro.
Here are some more examples for people to think about, along with
circumstances that would lead to players and GM detecting the mismatch.
1. The players are beginners, and unfamiliar with tactics, so the DM will run
encounters that assume the party will handle themselves sub-optimally in
fights. Often but not always observable by reflection on the way the
fight went.
2. Players often have a specific mental image of their character ("character
concept"), to which the DM will only force major changes with player
consent (unless the changes are strictly temporary, as in a magic jar
posession). Observable when the DM communicates the change to the player.
Special case: there are rarely (possibly never) any encounters that give
the player's character "spotlight time".
3. Exercise of player skill is [is not] important to some [any] of the
players, so the DM will not [may] negate the effect of skill by fudging
dice results or encounter setup. Detected (only?) by long-term
observation.
4. The players (and GM) may assume certain events or kinds of enounters are
or are not part of the game. The "no undead" example fits here trivially.
"Mature themes" might be off-limits for some groups, OK in others,
expected in some. Assumptions like this one might not be noticed until
someone gets upset.
Special case of #2: you might think of character death as one of those
"significant changes in character concept".
Special case of #3 ("no plan survives contact with the foe"): GM believes all
major battles must involve a struggle, so upon hearing the players' plans,
modifies the setup or NPC behaviour to negate enough of the plan to avoid a
"cakewalk". The players wouldn't know this was happening on any one fight,
but could notice that their plans *never* work out after many encounters.
So, to those who expressed something along the lines of "the DM is God"; does
it seem reaonable that the DM could be held to obey meta-rules like these
ones?
A recent thread in rgf.dnd raised the issue of players "overruling" the GM;
some posters responded that this was ludicrous -- "the GM is God" approach. I
mentioned that there could be examples where, before the game started, the
players and GMs agreed to some constraints on the way the DM would run the
game. My slightly strained example was "excuse me, Mr. DM, but we agreed 'no
undead' when we started a few months ago, so why are we facing a wraith now?"
This isn't quite "overruling" perhaps -- just drawing to the DM's attention a
mismatch of expectations about the game -- but is still an example where a
player might reasonably expect a change in the DM's decision(s).
This issue shows up in rgfa as "game contract" issues, a term of art on rgfa
that includes the possibility, indeed the likelihood, that some players or the
DM just assumed certain rules held, and so never thought to make them
explicit. The etymology is from Rousseau's "social contract", a (sometimes)
unwritten code of behaviour governing the relationship of individuals to the
state. I didn't want to asume the term would be understood in the same way on
rgfd, so I spent a few words on this intro.
Here are some more examples for people to think about, along with
circumstances that would lead to players and GM detecting the mismatch.
1. The players are beginners, and unfamiliar with tactics, so the DM will run
encounters that assume the party will handle themselves sub-optimally in
fights. Often but not always observable by reflection on the way the
fight went.
2. Players often have a specific mental image of their character ("character
concept"), to which the DM will only force major changes with player
consent (unless the changes are strictly temporary, as in a magic jar
posession). Observable when the DM communicates the change to the player.
Special case: there are rarely (possibly never) any encounters that give
the player's character "spotlight time".
3. Exercise of player skill is [is not] important to some [any] of the
players, so the DM will not [may] negate the effect of skill by fudging
dice results or encounter setup. Detected (only?) by long-term
observation.
4. The players (and GM) may assume certain events or kinds of enounters are
or are not part of the game. The "no undead" example fits here trivially.
"Mature themes" might be off-limits for some groups, OK in others,
expected in some. Assumptions like this one might not be noticed until
someone gets upset.
Special case of #2: you might think of character death as one of those
"significant changes in character concept".
Special case of #3 ("no plan survives contact with the foe"): GM believes all
major battles must involve a struggle, so upon hearing the players' plans,
modifies the setup or NPC behaviour to negate enough of the plan to avoid a
"cakewalk". The players wouldn't know this was happening on any one fight,
but could notice that their plans *never* work out after many encounters.
So, to those who expressed something along the lines of "the DM is God"; does
it seem reaonable that the DM could be held to obey meta-rules like these
ones?
--
"Yo' ideas need to be thinked befo' they are say'd" - Ian Lamb, age 3.5
http://www.cs.queensu.ca/~dalamb/ qucis->cs to reply (it's a long story...)
"Yo' ideas need to be thinked befo' they are say'd" - Ian Lamb, age 3.5
http://www.cs.queensu.ca/~dalamb/ qucis->cs to reply (it's a long story...)