RPGnet Columns
05-22-2005, 01:28 PM
Post originally by spike at 2005-05-22 12:28:54
Converted from Phorums BB System
I will agree that trust is a serious issue. Unfortunately I don't think there is any real way to...err... legislate it. No game design, no matter how insightful is going to change how humans play. We are a competetive species, and we enjoy winning, americans more than most. You could theoretically design a game with no game masters, but you'd still see the players competing with each other, trying to win. It's just who we are.
As players, as Game masters (storytellers, DM's, referee's, what have you) it is ultimately up to us to try and bridge that trust gap in our own games. I've read columns where the GM seems to be gleefull about the prospect of screwing his characters over, I've read, and played with, players who went out of their way to make the GM's life miserable. Both churn my stomach, and I won't play with a GM that 'screws' his players, and I don't envite 'spoilers' back to my table, it's the only way I know to deal with those bad apples.
Maybe that's why I like games with hard and fast rules for things. They make it easier to trust someone, because rules will dictate what is allowed, what will work. I almost quit playing several times over frustration, when I would come up with something clever not covered in the rules, and be told by fiat it wouldn't work, just because. Trust. I no longer trusted GM's to have an open mind to clever ideas. They didn't trust that I was honestly roleplaying instead of trying to 'ruin' their story.
I guess my point is that game designs that acknowldge the lack of trust, and accomodate it will work better than games that ignore it. One could argue that games are hardly the medium, and game designers are hardly the people, to change human nature. That's what religon is for.
Converted from Phorums BB System
I will agree that trust is a serious issue. Unfortunately I don't think there is any real way to...err... legislate it. No game design, no matter how insightful is going to change how humans play. We are a competetive species, and we enjoy winning, americans more than most. You could theoretically design a game with no game masters, but you'd still see the players competing with each other, trying to win. It's just who we are.
As players, as Game masters (storytellers, DM's, referee's, what have you) it is ultimately up to us to try and bridge that trust gap in our own games. I've read columns where the GM seems to be gleefull about the prospect of screwing his characters over, I've read, and played with, players who went out of their way to make the GM's life miserable. Both churn my stomach, and I won't play with a GM that 'screws' his players, and I don't envite 'spoilers' back to my table, it's the only way I know to deal with those bad apples.
Maybe that's why I like games with hard and fast rules for things. They make it easier to trust someone, because rules will dictate what is allowed, what will work. I almost quit playing several times over frustration, when I would come up with something clever not covered in the rules, and be told by fiat it wouldn't work, just because. Trust. I no longer trusted GM's to have an open mind to clever ideas. They didn't trust that I was honestly roleplaying instead of trying to 'ruin' their story.
I guess my point is that game designs that acknowldge the lack of trust, and accomodate it will work better than games that ignore it. One could argue that games are hardly the medium, and game designers are hardly the people, to change human nature. That's what religon is for.