Re: *sigh*

Date: 2007-10-16 01:48 pm (UTC)
rochndil: (Default)
From: [personal profile] rochndil
I'm not sure what you're referring to, but THIS is the post I was responding to:

[Quote]Perhaps. Still, it's kinda hard for me to get dedicated to those kind of things.

I mean, even MMORPGs(???), which already gives you visual stimulation and simplify gameplay, bore me within weeks; even days.

I think because I don't see an actual goal at the end worth getting to, unlike some other games...[/Quote]

You may not agree, but I think I did a credible job of addressing the issues mentioned there. I'm not sure what did, or did not, go before, and I of course can't speak to any personal experiences you may have had in the past.

Apparently I've said something that offends you, and for that I apologize. I do think, though, that you need to throttle back and chill a bit. I read your post and felt that I could offer you the benefit of my insight and experience about something I really love.

Regarding the specific questions in your reply here, that's something each GM will have to address individually. In my games, I allowed a certain amount of player goofing-around, but in a situation that went too far there was always the final rule: "I'm the GM and I said so." SOMEBODY has to be in charge, and if it's not the GM, the game will be a disaster. There's nothing wrong with hearing a player out, but ultimately the GM has to make decisions.

One of my personal favorite tricks is to give the players EXACTLY what they ask for...just not quite what they WANTED (You say you want the ruby idol of riches? Sure...but the spidee-death-cult of endless viciousness REALLY wants it back - have fun!). Since the GM ultimately controls the WORLD, a lot of player manipulation pretty easy. And, of course, you can always kill the really annoying ones, especially in a lethal game system like Rolemaster ("Wait, let me kill you before you leave.").

A small example from my own experience: many years agone, I DMed an AD&D (yes, the original) group, and a particular player (who was a bit of a Munchkin) wanted the Glaive from Krull. Now, in that particular movie the Glaive was pretty super-powerful. Obviously that wasn't going to happen. So I wrote up a fairly accurate but modestly-powerful description of the item, and let him commission it from an alchemist for a TON of gold. He was happy, and NEVER (to my recollection) used the thing in game (it didn't do enough damage to be useful at the current game level). Problem solved. Every player style requires a different management strategy, but virtually all are do-able.

As far as inducting newbies, every group I've ever played with loved the game, loved the experience, and LOVED sharing their passion with new folks. From the very beginning of my involvement in my last big group, I was welcomed and helped constantly. I always structure my own games to be as newbie-friendly as possible, because I feel that, without NEW people to pass the torch to, this genre will die. It's as important to pass along the skills as it is to enjoy the game.

However, this is mostly irrelevant, since I'm NOT the GM in the currently-being-discussed game, and not likely to play either (I don't do DND anymore). BUT, it looks to be fun, and if the guy has half the experience he says he does, I'm sure he knows how to handle difficult players, as well as how to bring new folks onboard and up-to-speed.

Rochndil, who may well do some RMX expos at DC next year...
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