Showing posts with label question. Show all posts
Showing posts with label question. Show all posts

Monday, June 28, 2010

So what about game mastering experience?

This is something that kinda came up in the comments to Wednesday's post, but I thought was interesting enough to go after on it's own: Would you rather have a new game master/dungeon master/referee, or someone who's been playing for ages? Are there any advantages to having a new-ish game master, or does experience and expertise always equal better play?

Does it matter to you how long your game master has been running their current system of choice, or is overall refereeing experience really what counts, and pretty much transfer over between games? Is someone who has experience with a lot of different styles better or worse than someone who's pretty much one run one system, or a handful of closely related systems, for their entire gaming career?

And it occurs to me that some of the difference, if there is any, could have as much to do with age as with actual experience. Are there any relatively new game masters out there who aren't in their teens? How do they stack up?

How much experience has your current game master had? How much had the best game master (assuming you keep score that way) had?

How much have you? How much better of a game master do you think you are now than when you first started? Are there any areas where your first game(s) were better than the ones you're running now?

Friday, June 25, 2010

Who Would You Rather Play With? Response & Recap

I got some great responses to Wednesday's question about whether you'd rather play with brand new or experienced gamers. My own preference fits pretty well with what several of you said, in particular: I like to get new players, so they can pick on my obnoxious habits without anyone else's to get in the way. I also like to get a mix of old and new, when possible; knowledge plus fresh enthusiasm brings out the best of both types, I think. I've had some . . . not bad experiences, exactly, but less than optimal ones with people who came into my games with a lot of pre-conceptions about how gaming "should" work, has made me kind of prejudiced towards new players. On the other hand, the most fun I've had has been in a game with people who had a lot more experience than I did, which means I need to try to keep an open mind.

Will and Mr. Gone each brought up a different side of an extremely important angle on this that I hadn't considered. With new people, there's the opportunity to teach, which is one of those things that's just fun. Likewise, learning can be a lot of fun on it's own. And when you're playing with gamers who have more experience than you, or simply a lot of different experience, you can get the opportunity to see people who know what they're doing and what kind of gaming they really enjoy to perform, in a way that you maybe aren't up to on your own, or didn't realize before could be done.

Of course, my favorite comment came from Yoo-Hoo Tom:
I'm actually running the Encounters season at a book store, even though there is a game store across the street. All of the players (minus an occasional ringer) are complete newbs. I find their enthusiasm very refreshing. I tell people that I am recruiting my next gaming group. To be honest, I was quite tired of some of the gamers I was playing with. Some of which were only playing so they could "break" the newest edition.
All I can say to that is -- rock on! This is absolutely the kind of thing I was hoping to hear come out of D&D Encounters.

(Of course, this was not the smoothest comment. That distinction, as always, goes to Doc Rotwang. But c'mon! New players!)

So yeah, pretty happy with how this turned out. I'm probably going to do something like that again; I've gotten to the point with this blogging business where I've got some really fantastic commentors, and I want to take advantage of that.

Tuesday, February 23, 2010

Ever Used Disease In Your Game?

I've used a disease in my game exactly once. Some kind of plague carried by space rats. This was d20 Modern, and I'm pretty sure the PCs made all their Fort rolls, so it never came up. It was never intended to be a continuing scenario in itself, anyway. Just a hazard of the encounter.

Mostly this is because up until a year or two ago I only ran d20 games regularly, and d20's disease system isn't particularly inspiring. Add in cure disease, and, well, there didn't seem to be all that much point to the adventure. (I'd love, by the way, to be proven wrong about this. Anyone got some awesome 3e/3.5/d20 system disease stories?)

As an aside, this is one thing that I really like about 4e. The disease track is just a whole lot more compelling. More tension, and more opportunity for interesting effects.

Still. You'd think that at some point I'd have jumped on another way to make my players' characters' lives miserable. Or that some enterprising DM would do the same to me. Hasn't happened yet. I've never even had a game where something like this happened to an NPC. I can understand that there might be logistical issues getting in the way of giving PCs certain diseases (some kinds of games would handle it really well, I think, but a really pulp/action/adventure game might seize up a bit) but there are plenty of things I've avoided doing to PCs for the hassle of it (I tend not to have villains capture just part of the party, for one) that I'll happily inflict on an NPC they like.

Boy, do I ever love abusing NPCs. There's all kinds of things you can do to them that would be a huge headache for the PCs, but are pretty much excellent with them. I try not to abuse them as a plot hook too much, but there's a certain kind of player who will get really attached to NPCs and then get really excited when they get a chance to save them from some hideous fate. And I always like to make my players happy.

Anyway, what makes this really weird is that I tend to love weird afflictions of various kinds in other media. Illness and injury come up with a decent amount of frequency in the fiction I write. In a way, even things like werewolves and the Hulk are just really dramatic examples of "disease," and that kind of dramatic, supernatural affliction is category I really dig. But even that has never really come up in one of my games.

The way I'm putting together the setting I'm working on right now, there's a good chance that this'll come up in a big way in the next game I run, so that should be interesting. But considering the issue has gotten me curious. Any of you folks ever used disease in a game? Was it a one-off thing, or is it part of your regular threat routine? How'd you handle it mechanically? Did it work out well, or are you never touching it again?

Sunday, July 08, 2007

What Is This "Plot Hole" That You Speak Of?

I don't understand the concept of a "plot hole." When I see what other people tell me are these things called "plot holes," I don't think, "HAHA! TEH SUK!" I think, "Huh. That's interesting. I wonder what that means?" And I'll think about it for a bit, and it'll usually inspire some insight.

At least, I think that's what I think. I can only assume that this is what people are talking about. People will say, "Oh, that movie had so many plot holes in it, nothing made sense," and I will have, literally, no idea what they're talking about.

This happened with Transformers, (Great movie, go see it.) which inspired this line of thought. I am told that this movie's plot is full of holes. I have no idea what this means. Where are these holes? Would someone care to enlighten me on this topic?

And, heck, does anyone have an example of a plot hole in a general sense? In a movie, in a book, anything. Examples are the key to learning!