I looked at the argument, even though one guy left, it's pretty obvious he was being over aggressive as hell.
HollywoodMole said
I looked at the argument, even though one guy left, it's pretty obvious he was being over aggressive as hell.
Pachamac said is whether or not they're a decent, communicative person who can react to disagreements and constructive critcism well.
Magic Magnum said
Most of that post is largely the same argument I'll have the same response to, so I'm not going to make four different quotes simply reply with the same thing four times.So in regards to what I'm not quoting, I'm not making the assumption everyone is troublesome by default. I am simply acknowledging such players exists. Big difference.You can't act like every time there's a player conflict the GM is fully within their power/capability to resolve it peacefully and favorably. It doesn't always work that way. It's a nice sentiment, but you are doing no one any favor's by giving advice the assumes any failed attempt to make players get along is instantly the GM's fault. It's just flat out ignoring a type of player exist.I am not suggesting walking in and treating everyone like those kinds of players like you seem to be claiming I am. But simple acknowledgement that some battles a GM can't fix is rather important to notice and accept, especially when you're giving advice to GM's in need, so you need make them feel shitty about themselves when in fact they have no reason to be. TLDR: Admitting something exists is not the same as treating everyone like that something.Admitting something exists is not the same as being a Pessimist.It's happened on the Guild also, and even if it hasn't it's not a foreign concept. You can have an Interest Check, and OOC and an IC just like any other RP. It's just that authority and power is not majority being handed over to one person. It's a shared/equal effort, and nothing in the Guild forces you to have a GM, it's just commonly accepted culture.
Magic Magnum said
I wasn't asking why it's accepted by culture, I was simply highlighting there are ways to run an RP without a GM and it can still work well. It should also be noted RP's are not the same as say running a nation. There's far less people to deal with, and really only one main focus/goal in the end. To have a successful roleplay, as opposed to say covering all the necessities of living.While no set leader in a political system is suicide, it is something commonly proven to be a viable system in running an RP. I'm mainly just arguing the "One size fit's all" mentality approach that seems to be happening here in that all RP's need a GM, and all GM's must get themselves involved on player conflict.
Brovo said ... Because it . If you have a group of individuals attempting to decide the fate of player X you are more likely to encounter problems than just having the GM do it. Also most people who argue don't actually stop arguing long enough to really think about things and attempt to come to compromise.Oh, and you brought up "common culture", so I expanded on it for you and noted why it's a natural glove fit to have a GM & players: It matches how the rest of society typically functions. Yes, you can do it without a GM, but why would you? That's incredible pointless. The GM's role is to play God and make the world and plot, to manage the excess details so that the players can focus purely on their own characters and on each other. I mean, yes, you could distribute that responsibility over the whole, but... It's not like having a GM stops the players from making suggestions and requests... And it provides a central authority figure from which direction and rule can be established...
Magic Magnum said Issues can also be started by the GM giving a ruling on player X's fate though if it's seen to be unfair, or made with other influence/motivation.
Magic Magnum said This and players stopping an argument long enough to compromise though both heavily rely on the player's maturity.
Magic Magnum said And I fully admit a system without a GM should be reserved for those who are more mature, because those who are not mature need someone with a better head on their shoulders making and calling some of the shots.
Magic Magnum said Personally I find there are two main advantages to a lack of a GM.1. More overall creativity. You have multiple minds going 100% out in creating a plot/story, not one mind with the suggestions of others. Assuming they're mature enough to allow their creativity to co-exist and not override one another's creations it can make the world that much more expansive and meaningful for all the players.
Magic Magnum said 2. Simply more freedom and liberty.
Magic Magnum said I think everyone here would of ran into that dreaded point where you want to keep roleplaying but you have to stop because something happens that only the GM is at liberty to make a decision on. If there is no established GM and everyone shares control that issue can be resolved there by the players present and roleplaying can continue unhindered.
Magic Magnum said Now, this being said. It's not for everyone, it requires a lot of maturity to pull off right, and it's probably not something most people find works for their group. But it is something that at least some players work better in, and have more enjoyable roleplay's as a result of it. It just comes with the extra requirement of the players being able to resolve and establish rule and direction without any one person being responsible to manage it.
Magic said Personally I find there are two main advantages to a lack of a GM.1. More overall creativity. You have multiple minds going 100% out in creating a plot/story, not one mind with the suggestions of others. Assuming they're mature enough to allow their creativity to co-exist and not override one another's creations it can make the world that much more expansive and meaningful for all the players.
Brovo said I'm sorry, but... What? How is a person's creativity lessened by having a GM? That doesn't make any sense. In fact, all having a GM here would do is help ensure that the world makes coherent sense as one person ultimately decides what does and does not fit, instead of a few or even several minds all simultaneously adding to the world and each potentially causing errors to one another's works ranging from chronological to physical to scientific and so on.
In my experience both as a GM and as a player the level of creativity a player has is not affected whatsoever by their GM. It's affected exclusively by themselves, because, uhh... It's their creativity. If they wanna add a village, they can do that. If they don't, they wouldn't without a GM anyway. In fact I would almost wager you that if a group of people came together without a GM and a person just wanted to make a character, but felt they had to add more in order to look like they were contributing, it would actually be less creative and less fun than simply having the GM there who has all this stuff set up already, and is willing to take suggestions from those who want to add more than a character.
Brovo said Except you should never bet on people being anything less than stupid, ignorant, bigoted, and selfish. Call that pessimism if you want but I call it practicality: When you plan for the worst and hope for the best, you're ready if shit hits the fan, but pleasantly surprised if it doesn't!...
Brovo said Or because GM's simply and have since the 70's, but hey, what do I with my extensive 10+ years knowledge of D&D, Pathfinder, Rolemaster, and PbPRP knowledge know about these things?
Brovo said I'm sorry, but... What? How is a person's creativity by having a GM? That doesn't make any sense. In fact, all having a GM here would do is help ensure that the world makes coherent sense as one person ultimately decides what does and does not fit, instead of a few or even several minds all simultaneously adding to the world and each potentially causing errors to one another's works ranging from chronological to physical to scientific and so on.
In my experience both as a GM and as a player the level of creativity a player has is not affected whatsoever by their GM. It's affected exclusively by themselves, because, uhh... It's creativity. If they wanna add a village, they can do that. If they don't, they wouldn't without a GM anyway. In fact I would almost wager you that if a group of people came together without a GM and a person just wanted to make a character, but felt they had to add more in order to look like they were contributing, it would actually be less creative and less fun than simply having the GM there who has all this stuff set up already, and is willing to take suggestions from those who want to add more than a character.
Brovo said Except that (assuming the GM is not a railroading dipshit) you can probably just continue whatever it was you were doing anyway. Unless that thing is waiting on the GM to respond with an NPC or something, in which case if the GM was merely a player controlling the NPC, that would in no way magically make that person suddenly less busy or inept at responding in a timely manner to the other player's inquiries.
Again, this in no way is an improvement from the system of a GM. If anything, if this was a player holding up another player, the GM can simply step in and go "nope now this is fixed" and blam, it's fixed. If the GM disappears altogether, then you simply replace the GM with another GM, one of the players can step forward to take over. If that's not the case and the idea dies, the idea would have died if that same person was not a GM and abandoned ship anyway.
Brovo said Then why bother? If it requires so much "maturity" to pull off, then there is no point when the GM equivalent simply functions better. Not to mention it's much easier to determine things like thread ownership in this way. Say a player starts to repeatedly flame in one of my RP's, I just have to call a moderator over. I made the thread, so they know that it's my RP, and I'm allowed to drop someone if they're misbehaving.
Again. It's not that it's impossible. It's fully possible... It's just incredible pointless.