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	<title>Comments on: The Iron Fist and Abused GM Syndrome</title>
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	<link>http://www.treasuretables.org/2006/04/abused-gm-syndrome</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: Rick The Wonder Algae</title>
		<link>http://www.treasuretables.org/2006/04/abused-gm-syndrome/comment-page-1#comment-1882</link>
		<dc:creator>Rick The Wonder Algae</dc:creator>
		<pubDate>Mon, 17 Apr 2006 01:23:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=298#comment-1882</guid>
		<description>I&#039;m actually working hard on NOT doing this myself.  It&#039;s really rough when you&#039;ve got the really &quot;COOOOOOOOOL&quot; concept, story, event, whatever, in your head and your players want to run away from it screaming into the night or have their own goals they want to pursue.  I think it some cases, the old &quot;flaming Death weasel trap&quot; is fine (the really cool whatever is behind either the left OR the right door, whichever the party happens to enter.  In other cases, it&#039;s entirely inappropriate.  It&#039;s a fine line between &quot;show your players something memorable and cool&quot; and &quot;tell your players a story under the guise of RPing.&quot;</description>
		<content:encoded><![CDATA[<p>I&#8217;m actually working hard on NOT doing this myself.  It&#8217;s really rough when you&#8217;ve got the really &#8220;COOOOOOOOOL&#8221; concept, story, event, whatever, in your head and your players want to run away from it screaming into the night or have their own goals they want to pursue.  I think it some cases, the old &#8220;flaming Death weasel trap&#8221; is fine (the really cool whatever is behind either the left OR the right door, whichever the party happens to enter.  In other cases, it&#8217;s entirely inappropriate.  It&#8217;s a fine line between &#8220;show your players something memorable and cool&#8221; and &#8220;tell your players a story under the guise of RPing.&#8221;</p>
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		<title>By: Frank Filz</title>
		<link>http://www.treasuretables.org/2006/04/abused-gm-syndrome/comment-page-1#comment-1875</link>
		<dc:creator>Frank Filz</dc:creator>
		<pubDate>Sat, 15 Apr 2006 20:42:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=298#comment-1875</guid>
		<description>Oh, I agree with your definition of powergaming. It&#039;s just that I&#039;ve realized that a lot of powergaming is really just good gamism, struggling with a system that doesn&#039;t handle it well (for the players involved). Much of the problem is not so much that there&#039;s anything wrong with what the &quot;powergamer&quot; is doing from a play standpoint, but that it isn&#039;t right for that particular group. The real problem is when the rules text actively supports the &quot;powergaming&quot; in which case, really the players need to use a different system that matches their needs better.

Now where &quot;powergamers&quot; are most abusive is when they manipulate the social contract. They whine to the GM for special favors. They do things not in the spirit of the game, but technically by the rules. They manipulate D&amp;D&#039;s alignment system. Some of that can be cured by using a tighter system, or one that better suits the group. But the player himself may have an issue that can&#039;t be resolved.

Frank</description>
		<content:encoded><![CDATA[<p>Oh, I agree with your definition of powergaming. It&#8217;s just that I&#8217;ve realized that a lot of powergaming is really just good gamism, struggling with a system that doesn&#8217;t handle it well (for the players involved). Much of the problem is not so much that there&#8217;s anything wrong with what the &#8220;powergamer&#8221; is doing from a play standpoint, but that it isn&#8217;t right for that particular group. The real problem is when the rules text actively supports the &#8220;powergaming&#8221; in which case, really the players need to use a different system that matches their needs better.</p>
<p>Now where &#8220;powergamers&#8221; are most abusive is when they manipulate the social contract. They whine to the GM for special favors. They do things not in the spirit of the game, but technically by the rules. They manipulate D&amp;D&#8217;s alignment system. Some of that can be cured by using a tighter system, or one that better suits the group. But the player himself may have an issue that can&#8217;t be resolved.</p>
<p>Frank</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2006/04/abused-gm-syndrome/comment-page-1#comment-1872</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Sat, 15 Apr 2006 18:21:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=298#comment-1872</guid>
		<description>Jeff &amp; Anthony: I like the idea of limited house rules/campaign guidelines to a single page -- I&#039;ll have to use that the next time I run D&amp;D.

Frank: I suspect you and I have different default definitions of &quot;powergaming&quot; -- I don&#039;t think it&#039;s a bad thing when defined your way.

When I use the term, though, it&#039;s to denote a style of play where kewl stuff trumps &lt;i&gt;every&lt;/i&gt; other consideration, including how much (or, more aptly, how little) fun everyone else is having in the game.

Scott: Good point about general insecurity vs. AGMS. A lot of bad GMing behaviors stem from poor social skills (ditto with bad gaming tendencies in general), at least in my experience.

Kestral: That sounds about right to me -- I always reserve the right to bring in new house rules during play, and make sure to consult my players (or at least provide a clear explanation) before implementing them.</description>
		<content:encoded><![CDATA[<p>Jeff &amp; Anthony: I like the idea of limited house rules/campaign guidelines to a single page &#8212; I&#8217;ll have to use that the next time I run D&amp;D.</p>
<p>Frank: I suspect you and I have different default definitions of &#8220;powergaming&#8221; &#8212; I don&#8217;t think it&#8217;s a bad thing when defined your way.</p>
<p>When I use the term, though, it&#8217;s to denote a style of play where kewl stuff trumps <i>every</i> other consideration, including how much (or, more aptly, how little) fun everyone else is having in the game.</p>
<p>Scott: Good point about general insecurity vs. AGMS. A lot of bad GMing behaviors stem from poor social skills (ditto with bad gaming tendencies in general), at least in my experience.</p>
<p>Kestral: That sounds about right to me &#8212; I always reserve the right to bring in new house rules during play, and make sure to consult my players (or at least provide a clear explanation) before implementing them.</p>
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		<title>By: Meet My New Monster, the Ball-Buster - Treasure Tables</title>
		<link>http://www.treasuretables.org/2006/04/abused-gm-syndrome/comment-page-1#comment-1871</link>
		<dc:creator>Meet My New Monster, the Ball-Buster - Treasure Tables</dc:creator>
		<pubDate>Sat, 15 Apr 2006 18:15:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=298#comment-1871</guid>
		<description>[...] Contuining our &#8220;hey, it&#8217;s a series&#8221; bad GMing theme (My Girlfriend is AC 100, Gandalf Flies in on His Gold Dragon&#8230;Again and The Iron Fist and Abused GM Syndrome), here&#8217;s another common example: The ball-busting GM. [...]</description>
		<content:encoded><![CDATA[<p>[...] Contuining our &#8220;hey, it&#8217;s a series&#8221; bad GMing theme (My Girlfriend is AC 100, Gandalf Flies in on His Gold Dragon&#8230;Again and The Iron Fist and Abused GM Syndrome), here&#8217;s another common example: The ball-busting GM. [...]</p>
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		<title>By: Kestral</title>
		<link>http://www.treasuretables.org/2006/04/abused-gm-syndrome/comment-page-1#comment-1868</link>
		<dc:creator>Kestral</dc:creator>
		<pubDate>Fri, 14 Apr 2006 21:39:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=298#comment-1868</guid>
		<description>In response to Anthony&#039;s remark that GMs that implement house rules on whim need to be beaten:

I disagree. A GM should be willing to implement houserules on a whim, but only when it makes things better/easier/faster for the GM and the players.

Is a specific rule slowing down the game unnecessarily? Then it should be OK to implement a houserule to make play faster.

Unnecessary houserules are a pain, but they&#039;re a matter of social contract.</description>
		<content:encoded><![CDATA[<p>In response to Anthony&#8217;s remark that GMs that implement house rules on whim need to be beaten:</p>
<p>I disagree. A GM should be willing to implement houserules on a whim, but only when it makes things better/easier/faster for the GM and the players.</p>
<p>Is a specific rule slowing down the game unnecessarily? Then it should be OK to implement a houserule to make play faster.</p>
<p>Unnecessary houserules are a pain, but they&#8217;re a matter of social contract.</p>
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		<title>By: ScottM</title>
		<link>http://www.treasuretables.org/2006/04/abused-gm-syndrome/comment-page-1#comment-1866</link>
		<dc:creator>ScottM</dc:creator>
		<pubDate>Fri, 14 Apr 2006 18:08:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=298#comment-1866</guid>
		<description>I suspect that many of the problems you list are more about insecurity, rather than an Abused GM syndrome.

&lt;i&gt;No you can&#039;t&lt;/i&gt; and &lt;i&gt;rail roading&lt;/i&gt; are mostly the mark of someone who isn&#039;t ready to improvise.  If your players are comfortable with that form of play-- or are willing to suffer through it while you gain confidence-- it&#039;ll work out.  Several of John Kim&#039;s &lt;a href=&quot;http://www.indie-rpgs.com/forum/index.php?topic=15830.0&quot; rel=&quot;nofollow&quot;&gt;   Models of Adventure Structure&lt;/a&gt; use these restrictions.  (These can also come about because your system is too prep heavy; if it takes three hours to make a good encounter, then you can&#039;t improvise an encounter in the middle of the session.)

Many house rules come about as the result of trying to use a system for what it isn&#039;t made for.  Again, this seems to be a confidence issue-- or a game group issue.  If you want to run an interesting political game, but you&#039;re using a system that only has a detailed combat engine, you&#039;ll be bored with how little you&#039;re engaging the system.  The obvious solution is to expand the political skills portion, making it like the fun combat system.  An experienced GM (or a GM with a good group) can pick a system that&#039;s better suited for their needs.  If the GM or the group want to stick with the current system, then house ruling or going into freeform play are the only solutions to getting the play you want.

Extensive pre-campaign guidelines can also have many sources.  Sometimes they&#039;re a bad thing (much like characters with 10 page histories).  Usually, however, the extra information reflects the GM&#039;s interests; if it&#039;s a homebrew world, the GM may have plotted out the last thousand years of history.  That won&#039;t lead to bad GMing, though poor presentation denies the other players the contents for all practical purposes.  Still, the contents themselves don&#039;t make the game worse.

All of that said, I agree with the main thrust of the post.  Avoiding these behaviors will often make your game more interesting to your players-- resulting in more fun for the whole group (including the GM).</description>
		<content:encoded><![CDATA[<p>I suspect that many of the problems you list are more about insecurity, rather than an Abused GM syndrome.</p>
<p><i>No you can&#8217;t</i> and <i>rail roading</i> are mostly the mark of someone who isn&#8217;t ready to improvise.  If your players are comfortable with that form of play&#8211; or are willing to suffer through it while you gain confidence&#8211; it&#8217;ll work out.  Several of John Kim&#8217;s <a href="http://www.indie-rpgs.com/forum/index.php?topic=15830.0" rel="nofollow">   Models of Adventure Structure</a> use these restrictions.  (These can also come about because your system is too prep heavy; if it takes three hours to make a good encounter, then you can&#8217;t improvise an encounter in the middle of the session.)</p>
<p>Many house rules come about as the result of trying to use a system for what it isn&#8217;t made for.  Again, this seems to be a confidence issue&#8211; or a game group issue.  If you want to run an interesting political game, but you&#8217;re using a system that only has a detailed combat engine, you&#8217;ll be bored with how little you&#8217;re engaging the system.  The obvious solution is to expand the political skills portion, making it like the fun combat system.  An experienced GM (or a GM with a good group) can pick a system that&#8217;s better suited for their needs.  If the GM or the group want to stick with the current system, then house ruling or going into freeform play are the only solutions to getting the play you want.</p>
<p>Extensive pre-campaign guidelines can also have many sources.  Sometimes they&#8217;re a bad thing (much like characters with 10 page histories).  Usually, however, the extra information reflects the GM&#8217;s interests; if it&#8217;s a homebrew world, the GM may have plotted out the last thousand years of history.  That won&#8217;t lead to bad GMing, though poor presentation denies the other players the contents for all practical purposes.  Still, the contents themselves don&#8217;t make the game worse.</p>
<p>All of that said, I agree with the main thrust of the post.  Avoiding these behaviors will often make your game more interesting to your players&#8211; resulting in more fun for the whole group (including the GM).</p>
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		<title>By: Frank</title>
		<link>http://www.treasuretables.org/2006/04/abused-gm-syndrome/comment-page-1#comment-1865</link>
		<dc:creator>Frank</dc:creator>
		<pubDate>Fri, 14 Apr 2006 17:38:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=298#comment-1865</guid>
		<description>I&#039;ve been there with a lot of this (though I&#039;ve not written novel length campaign background)...

One thing I&#039;ve come to understant recently, there&#039;s nothing wrong with power gaming, and in fact, I quite enjoy it. The trick is that the rules set has to really support it well. I used to consider Cold Iron a defense against power gaming/gamist play. What I realize now is that it&#039;s totally not that. It&#039;s totally a power gaming/gamist enabling system. The reason I enjoy running it is that the power gaming aspect actually works, and works for my tastes in power gaming. Now it turns out that D20 is along the same lines, however, I still cringe at parts of D20 (and mostly I think it&#039;s saddled with some holdover from previous editions that limits it, plus I think they&#039;ve gone and made the GM prep too complex).

Actually, when I look back at my gaming, things have actually been pretty good. Oh, sure, there have been plenty of non-memorable games, but there&#039;s been very little horribly dysfunctional gaming.

As to a one page campaign summary - that&#039;s something I&#039;ve been trying to perfect. One thing my campaign summaries now are is more honest about play style. I no longer use the phrase &quot;role playing not roll playing&quot; (because such a phrase is totally meaningless in my mind). I&#039;m up front that my games are combat heavy (perhaps even hack &#039;n slash). But I also know that I run a much more interesting game than &quot;Monster Manual from A-Z.&quot;

Frank</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been there with a lot of this (though I&#8217;ve not written novel length campaign background)&#8230;</p>
<p>One thing I&#8217;ve come to understant recently, there&#8217;s nothing wrong with power gaming, and in fact, I quite enjoy it. The trick is that the rules set has to really support it well. I used to consider Cold Iron a defense against power gaming/gamist play. What I realize now is that it&#8217;s totally not that. It&#8217;s totally a power gaming/gamist enabling system. The reason I enjoy running it is that the power gaming aspect actually works, and works for my tastes in power gaming. Now it turns out that D20 is along the same lines, however, I still cringe at parts of D20 (and mostly I think it&#8217;s saddled with some holdover from previous editions that limits it, plus I think they&#8217;ve gone and made the GM prep too complex).</p>
<p>Actually, when I look back at my gaming, things have actually been pretty good. Oh, sure, there have been plenty of non-memorable games, but there&#8217;s been very little horribly dysfunctional gaming.</p>
<p>As to a one page campaign summary &#8211; that&#8217;s something I&#8217;ve been trying to perfect. One thing my campaign summaries now are is more honest about play style. I no longer use the phrase &#8220;role playing not roll playing&#8221; (because such a phrase is totally meaningless in my mind). I&#8217;m up front that my games are combat heavy (perhaps even hack &#8216;n slash). But I also know that I run a much more interesting game than &#8220;Monster Manual from A-Z.&#8221;</p>
<p>Frank</p>
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		<title>By: Anthony</title>
		<link>http://www.treasuretables.org/2006/04/abused-gm-syndrome/comment-page-1#comment-1864</link>
		<dc:creator>Anthony</dc:creator>
		<pubDate>Fri, 14 Apr 2006 17:03:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=298#comment-1864</guid>
		<description>Addressing some of the comments above:

The GM that runs a system without house rules in advance, but impliments house rules on a whim also needs beaten with a wet noodle. I&#039;ve played in several games where I get to a certain situation and find the rules aren&#039;t going to work for my character like I thought. It turned my off of a D&amp;D game with a group I really like recently.

Point 5 is also important. GM&#039;s that get used to players that aren&#039;t pro-active have adopted a style where the important clue always shows up at every single session. It ruins the hell out of things for people that like the exploration and discovery elements.

Lastly, I&#039;m going to agree with a poster above but add GM&#039;s should be REQUIRED to have an overall one page summary of a campaign to pass out before any game. I think the disconnect between player expectations has killed far too many games when it could be remedied with a simple campaign background sheet that could let people see if something is going to come up that goes against their play style.</description>
		<content:encoded><![CDATA[<p>Addressing some of the comments above:</p>
<p>The GM that runs a system without house rules in advance, but impliments house rules on a whim also needs beaten with a wet noodle. I&#8217;ve played in several games where I get to a certain situation and find the rules aren&#8217;t going to work for my character like I thought. It turned my off of a D&amp;D game with a group I really like recently.</p>
<p>Point 5 is also important. GM&#8217;s that get used to players that aren&#8217;t pro-active have adopted a style where the important clue always shows up at every single session. It ruins the hell out of things for people that like the exploration and discovery elements.</p>
<p>Lastly, I&#8217;m going to agree with a poster above but add GM&#8217;s should be REQUIRED to have an overall one page summary of a campaign to pass out before any game. I think the disconnect between player expectations has killed far too many games when it could be remedied with a simple campaign background sheet that could let people see if something is going to come up that goes against their play style.</p>
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		<title>By: Jeff Rients</title>
		<link>http://www.treasuretables.org/2006/04/abused-gm-syndrome/comment-page-1#comment-1863</link>
		<dc:creator>Jeff Rients</dc:creator>
		<pubDate>Fri, 14 Apr 2006 15:34:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=298#comment-1863</guid>
		<description>I address &lt;b&gt;One meeeelyun house rules/Extensive pre-campaign guidelines issues&lt;/b&gt; by limiting myself to a one page pre-campaign handout that contains a kernel of background information, character guidelines, and other stuff players need to know.  If I can&#039;t fit the basic gist of a campaign on one page I assume I need to rethink the concept or the implementation.  If the house rules are too long I need to find another system.  If the synopsis of the campaign is too long then I need to come up with a tighter concept.

And in practical terms there are plenty of good players who won&#039;t read more than a page or so of info.</description>
		<content:encoded><![CDATA[<p>I address <b>One meeeelyun house rules/Extensive pre-campaign guidelines issues</b> by limiting myself to a one page pre-campaign handout that contains a kernel of background information, character guidelines, and other stuff players need to know.  If I can&#8217;t fit the basic gist of a campaign on one page I assume I need to rethink the concept or the implementation.  If the house rules are too long I need to find another system.  If the synopsis of the campaign is too long then I need to come up with a tighter concept.</p>
<p>And in practical terms there are plenty of good players who won&#8217;t read more than a page or so of info.</p>
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