Rich H wrote:Elfcrusher wrote:In general I think TOR is a game that requires players & LM to "buy in" to the playstyle and theme, rather than enforcing it through restrictions. Ideally the player and the LM will work together on a character concept. If that breaks down, and either side starts rules-lawyering, I think they're playing the wrong game.
Agreed. The game shouldn't have to have rules in it to solely mitigate 'bad gamers'. It's a waste of time that can be better spent on far cooler things.
OK, so I may be new to these forums and TOR, but with thirty odd years of gaming behind me, I couldn't help but feel the need to chuck in my two cents worth about the high elf/unlock xp/ character restrictions debate.
It is the Loremaster's (or dm/gm/storyteller/head girl) duty to prepare a tale, adventures, plan encounters etc, and improv maniacally in order to tell a solid and heroic tale. He should have the right to veto any character choice made by a player if it doesn't fit into or will ruin the game. Any player who opts for a character beyond the scope of the current story being told is disrespecting the hallowed role of LM, and the work that goes into LM'ing well. The modern gamer conceit of allowing players to control the story in spite of the LM's role is simply a result of too many computer games and a soft social contract. A bit of input is OK, but a player-driven tale is simply pandering.
(Re: computer games - the "rpg", a term I use loosely indeed when referring to computer games, has a very singular and self-centred storyline in which the player is destined to finish the story. Taking that same 'me-me-me' approach into actual imaginative rpgs has created a culture of the LM serving the players, as if he is their little bitch, rather than the players opting for character over power, and story over petty desires.)
I prefer to follow the old-school character creation concept of random creation (anyone remember TRAVELLER?), up to a point, with the player and the LM collaborating on any changes and choices, such as skills, rewards and virtues. So far, my players haven't found an issue with it, the characters thus created have been solid but not silly, and most importantly, are consistent with the theme of Middle-Earth and Tolkien (note, I disallow any movie references from my players, since none of the recent films are true in any sense to Tolkien except names and height. I keep popular idiocy and poor production values away from my games).
Lastly, my solution to bad gamers. If they're already playing, give them a chance, then unceremoniously boot them out of the group if it continues, letting everyone know why and reaffirming your position of control as the LM. Option Two: don't invite them. I have had to be 'rude' to a couple of blokes wanting in on my little game, by saying a blunt NO and explaining why. But, if you want in on my game, I won't have power gamers who want to break the rules (tiny-dick-syndrome), nor any player who won't respect Tolkien or Middle-Earth (since thats where it's set, duh). Players may not like being denied, but it's not all about them. The story comes first.
OK, thats it.
Bring on Rivendell, and bring on the physical copies of these new books. I'm sick of pdfs.