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RobertKnop
Robert A. Knop Jr.

Thu

Feb 14
2002

19:41

Diceless vs. Diceful games and other topics (BIG)

> To me, a good GM will just correct for either of these and balance
> out the encounter on the fly.  By your requirements, he can't do that...
> he has to let the imbalance lie and then you're going to take issue with
> it because he made a mistake you won't let him correct, or the dice are
> doing weird things that you won't let him correct.

I agree with this.  Take this one step further.  If the GM is not allowed to
adjust things on the fly, that implys that the GM is not allowed to
improvise.  He *must* railroad the players, not letting them wander off into
things he hasn't completely preplanned, or else he's violating the
sacrosanct wall between "adventure preparation" and "adventure running."

It seems to me a pity to set up a situation where you require the GM to
railroad the players, and forbid creative improvisation.  Even if the
players stay within areas defined by the GM, they will sometimes go
somewhere surprising requiring improvisation on the spot.  Why is the GM
allowed to make up barmaids and shop keepers on the fly, but not combat
opponents?  The only other option is to *completely* predefine the entire
subset of the world available to the players, to greater-than-Harn detail.
That's clearly asking too much.

Obviously, I've taken this ad absurdum here, but let's turn around and go
the other way with it; if it is OK for the GM to improvise, why is it not OK
for the GM to adjust predefined encounters?

I think we all agree that in a roleplaying game, it's more fun if the
players have some control over their character's destiny.  We probably also
all agree that control comes from the character's choices and actions,
rather than just the fact that the players are the ones rolling the dice in
predefined encounters.

Given that, it's impossible to expect the GM never to improvise (unless he
really is running a closed-environment dungeon crawl style adventure-- and
even then, players can be creatively unexpected).  The players do something
surprising, and based on his preparation the GM makes his best judgement as
to how the "world reacts," i.e. what there is where the players go and what
whatever is there thinks and does about it.  So take this back a little bit
further: how is this improvisiation-- making up of the world as you go
along, even if firmly based on a good understanding of the world in
general-- qualitatively different from adjusting preset encounters?  Where
is the moral dividing line between the GM creating something he hadn't
explicitly thought of in detail, versus something he wrote out ahead of
time?

In both cases the GM is using his creativity on the fly, to build a part of
the world based on his understanding of the world in general and what makes
sense-- and, also, presumably, on what will make the game more satisfying
and fun.  The only difference between in-bounds improvisation and adjusting
preset encounters is the degree of detail in the GM's prior thinking about
that aspect of the game world.  It's just a difference of degree, not the
sort of qualitative difference where I can see somebody can define what one
"should" or "should not" do.

Obviously, both can be done poorly and well; a GM who does any of it poorly
will raise the ire of his players.  I would say, however, that the problem
there was the GM-- either he's a bad GM, or he's running the game in a style
which does not play to his strengths.  But that's going to be entirely
individual to the GM.  I would be *very* surprised if any player really had
his gaming experience enhanced or hurt by a GM adjusting preset encounters
or doing other sorts of "out of bounds" improvisation.  What matters, it
seems to me, is whether the GM does it *well* or *poorly*, not whether or
not the GM does it.  And I don't believe the assertion that the adjustment
of preset encounters is theoretically impossible to do well.

-Rob
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