Another in the group enjoys being the DM, but his grasp of the rules and his inventiveness are both lacking. We've tried getting him to run pre-created games, but... it ended with less than ideal results
I have always been the default gm in my groups; it's how I started playing at all, I was lassoed into going for some friends after they heard me do dramatic readings.
The third player is good with the rules, and really seems to enjoy being the DM, but his schedule just doesn't allow him the time he would like to have to DM a game the way he'd want to
She was inventive as a GM, and enjoyed the task. I and the other player helped with rules issues. The problem was that she hated to improvise, but also hated to plan ahead
Ah, that would be the downside for my group. We enjoy exploring a world someone else has created. In many cases, our games tend to pit the GM against the players, in a manner of speaking.
They are responsible for creating a world that we can play in, with challenging combats and unique plot concepts, but they are also responsible for not creating encounters that are just impossible for us to win
Well, it's not even that... in our group, either we could win the fight, and generally did, or we couldn't and the group treated it like something that was meant to be avoided
Almost a self-creating issue, really. The group acted that way when it began, so when it first started and I was the DM that's how I had to make it work. The other players saw this, and expected it to work that way when they DMed, so they made games with that mind set, and in response I played to that game type
Honestly, the most fun I've ever had in that group was when the other rules-savy player I mentioned came up with what amounts to a survival-horror scenario, and actually pulled it off
Well, it started out with each of us having a level in an NPC class. At that point, the village we started in was attacked. The premise was basically "What if Resident Evil, but with magic?"
The interesting part was that the DM had expected us to strike out on our own, but we ended up recruiting the survivors of the village to go along with us
That's the most interesting part. Because we had a group to work with, we had incremental loss. If we failed to achieve a goal, there was a good chance that one of the weaker NPCs would die for it, negatively impacting the overall ability of the group
While the group proper was responsible for leading the larger group, and protecting them from major threats, we simply didn't have the necessary resources to successfully hold off the large hordes of undead the GM put us against.
Originally, he has expected us to simply evade the hordes, and run from them. But with the larger group, we weren't able to do that, so we had to maintain the groups size in order to allow us to better protect it
One of the most interesting aspects was that many of the weaker NPCs were needed for non-combat issues. There were carpenters, smiths, and cooks among the villages, and because we were so low-level, we had to rely on their more min-maxed skills to do things like prepare the wagon the group used or to fix weapons damaged in combat, or even to just help the small amount of food we had last until we could find more
However, not all of the NPCs were useless in combat. In fact, two of them were even better at it than us, being retired adventurers. We used them to help us take on even greater challenges, but their main loyalty was to the group, which meant we were forced to stay with the group if we wanted their help
It was actually a lot of fun, and the way he used classic horror elements (ex, showing us that very large and very potent enemies are a potential threat, and that we could run into them at any time, in place of the unseen monster in most horror stories) meant that there were times I was legitimately afraid, both for my character and for the gorup
However, it took him a month of planning with a highschooler's typical schedule, along with additional planning between sessions, to make that game work
Yea, he subverted the fact that bigger monsters would very much likely kill us if we ever came across them by simply giving us incentive beyond our own survival
because, honestly, what adventurer worries about that?
Honestly, I've thought about trying to create my own game using similar concepts, and try running it at a local game store, just to relive the experiance... then I remembered that I don't play at that store because I work the only night they meet, and I don't like DMing in the first place
I know a fellow who walked into the local store, grabbed someone else's books, and tried to leave with them on the premise that they were his because he contributed in part to their purchase (half of the price of two of the eight books)
I started gaming fairly early, come to think of it... I started playing Pathfinder when it first came out, and at that point I'd only been playing a few months to a year
I wasn't even in highschool at the time
Which is to say, I started playing pathfinder in middle school
I think one of the main factors that keeps me attacked to pathfinder is the sheer amount of content that exists for it now, both mechanically and from a story perspective
Games like Fate, for instance, where you almost seem to need to create an entire world, almost seem harder to run because you can't just say, "Well, this is the standard world, except for X,Y, and Z"
I had my first ever roleplaying game in AD&D1e. Then I went and badgered my parents to buy me the books, and then they bought me the 2e books, the week they came out.
I was devastated.
"What is this "rogue" nonsense? It should be "thief"! This edition is terrible!".
my first rpg experience was a narrative-only game with my older brother as a GM and a friend of mine, when I was, like, 14 or so. Then a DD3.0 one-shot at 16, and my first regular game was Exalted 1E, when I was 17 and entering college
It was great, lots of fun, and it taught me that my problem with 3.5 was less that it was 3.5 and more that any flavour of DND wasn't going to work for me.
Honestly, I've never figured out the 'flaws' thing... I hear it mentioned in RPG-based web comics, and when people talk about min-maxing characters to the extremes, but I've never found a standardized rule system for it, at least not for 3.5 or pathfinder, so it seems like something based heavily on DM discretion
GURPS, Amber Diceless, Ars Magica. They're all based on the assumption that an interesting character is defined by his failings as much by his capabilities.
@lisardggY I don't disagree that flaws are needed for character development and the like, but I don't think making them a mechanic within the game is needed, or even smart. It's only one more layer for players to min-max, in system that already discourage playing to your character's mechanic restrictions as it is
Unfortunately in the name of balance, 3.5 attached benefits to flaws in a rather haphazard way which made it possible to exploit... In a system that already encourages mechanical exploitation as a minigame.
Statistics, for example, are a built-in potential flaw... that most people ignore. "My charisma is 10, but I can still be the party leader and spokesperson without fail!"
Which I do find somewhat annoying... after all, if people are willing to ignore the most basic information about their characters for mechanical advantages, while ignoring their in-game consequences, how can you expect them to be held to more advanced levels of the same?
@lisardggY See, I don't like that idea. If you have a mechanical flaw, I think you should be forced to accept it as a part of your character within the game
@lisardggY That's where I disagree. I don't refuse to play with the Queen in chess because I don't like the piece. Why should other people get to do the same in other games?
If what some people find fun isn't fun for the rest of the group, something has to change. Either the group finds common ground so everyone has fun, or the group splits.
@Zach A friend of mine didn't like the stack, in magic the gathering. He wrote entirely new rules, which I tried, and we ended up agreeing on never play mtg again
It's clear that not everyone in the group is on the same page about what the rules are and how they should be adhered to. That's the problem, and you don't automatically have the right answer just because the rules are on your side. The group's happiness --yours and everyone else's-- trumps the rules.
@BESW But what if the entire group wants to be the primary protagonist within a group of people that are supposed to be equally potent and important? Not everyone can be Goku, after all
If everyone wants the same thing, and they all agree on it, that's all well and good so long as they can find a way to make it work. But if what they want out of a game is unattainable by its nature, then the entire concept backfires
@Zach That's not a mechanical limitation, it's a social one. Either you come in to a game where you're a part of a group, or you want the center stage. There isn't really a solution to that.
If some players want to play space pirates while the others want to play fantasy adventurers, that's also a problem that the rules can't fix.
Then you can try to facilitate communication and improve the group's dynamic, or you can leave, o you can endure it until the ucler is more painful than not playing would be.
Being the type of person to support Markism and the idea of the most good for the most people, I tend to support the notion that someone should just make a standard that you either have to play to or not play at all... then people who don't are asked to leave until they learn to play by the rules
*Marksism... I'm pretty sure that's still not right
If they're your friends, approach them as friends, not as players. Friends compromise and work together for the sake of friendship, and too often people forget that when they hit the table.
This doesn't really apply to fun in a social setting.
If I play total munchkin hack'n'slash with no regard to characterization, mental abilities or logic, while metagaming the heck out of a dungeon, there is absolutely no fun taken away from anybody else.
It can be applied, if you try hard enough. "Fun" is a finite resource, as defined by the most of it that can be had by a group of people on a person-by-person basis. There's more 'fun' if more people are having fun. Ideally, you would do whatever makes the most people the most happy regardless of how miserable everyone else is because of it
@lisardggY Unless someone in the party play a pathfinder who knows his way in dungeons, but the player isn't quite as genre-savvy as you are. He could feel useless and have hard time having fun.
Because the concept that some people must be poor so that the rest can enjoy material wealth isn't actually a Marxist concept. It's a very capitalist one, actually.
And I believe that any social contract, like the one for roleplaying groups, must emphasize a minimization of (individual) suffering over a maximization of (overall group) enjoyment.
@lisardggY I disagree. So long as everyone is still having Fun, you can minimize the amount some people have (ex disallowing people to min-max characters) in order to increase the amount had by the group
So long as the amount I enjoy the game is great enough to prompt me to continue to do so, then I'm still having fun, even if something about the game that I dislike makes it more fun for five other people
The minute even one player passes over the threshold into not having fun (as opposed to "not having as much fun as theoretically possible), your whole system becomes invalid.
In your proposed system, reducing the overall amount of fun for the sake of keeping that one player over the line isn't a good thing, since it reduces the total fun had.
My proposed system is an extremist view. Much the same way the basis for a market demands that some people starve because they can't afford food, because the price set by the market is determined by supply and demand not by what people can afford
But again (since we're not utilitarianists and this is a social setting), this would mean the group would be behaving like jerks towards a friend, and shutting him out because he's not fun enough.