Re: Misson of a GM (WAS: Question about Spain and coasts)
"Michael D. Ashland" <[email protected]> Fri, 11 Mar 2005 08:46:19 -0500
| Newsgroups | gmane.games.diplomacy.cat23.game-chat |
|---|---|
| Message-ID | <[email protected]> |
Gregory, Thank you for your comments. You make some very valid points. I have some problem with one practice you describe, however. I do not ask for confirmations or corrections to submitted orders, because I am just as capable of making mistakes as anybody else. If I do as you suggest, and ever fail to find the problem "in time (aka well before the deadline)", on that particular occasion, I have failed to provide an advantage to that player that I did provide on other occasions to his or her opponents. That would amount to GM interference in my way of thinking. I make it a point to not even read order sets until I have issued my last receipt and am ready to adjudicate, because I never want to be tempted to do as you suggest, for a friend, as an example. Regards to all, Mike A. Gregory Alexopoulos wrote: >Hello all, > >We fall upon this discussion again and again and yet >there are many different opinions on how to interpet >orders and how to run games in general. I'll try to >give you my thoughts on this and hopefully I won't >bore you to death. :^) > >There are many GM styles, in the same sense that there >are many player styles. This diversity is good and >it's one of the things that make this game great. I'm >not looking for "rules" on how to GM a game and I'd >hate to see this discussion producing a standardized >gaming environment. However, I would like to question >our /appraoach/ to the GM role. > >What is the role of the GM? > >The first that comes to mind is making sure that rules >are followed. But it's not just that. If it were, >judges would be better GMs than people. Is it to hunt >down players and look at the orders very carefully, so >that invalid ones can be found? No, a machine could do >that too. Is it perhaps to help the players write >their orders, meet deadlines, find alternative ways to >communicate with each other? Not really. You should >help the communication and send reminders out, but >they shoudn't rely on them - the GM is not supposed to >be a nanny. > >IMHO, the GM's mission is to promote the gaming >experience of the players. > >Sending timely reports, producing maps, setting up >game sites, adjusting deadlines to meet RL needs are >elements of that. Adjudicating fairly and helping >everyone get the same chances to the game is another >part. NMRing the player who doesn't respect the time >and effort of his co-players is also one, just like >granting a grace period to someone who has never >before missed a deadline is. Finding the occasional >replacements and "advertising" the game to the >community are other ways and so on and so forth. > >Invalidating a lot of orders and refering to the rules >and nowhere else may be correct technically, but it is >not consistent with the GM mission. It is not helping >the players get the most out of their gaming >experience. The player who mis-typed an order or >forgot to put a coast designation is punished for >something that has nothing to do with his tactical or >diplomatic abilities. His allies miss important >supports - his enemies miss the chance to win the game >against tough competition. A victory's value is only >equal to the value of the defeated party - and if my >enemy NMRed because of a power shortage, I have no >reasons to be glad I disbanded two of his units. > >The way I run games is the way I would like to have >them run: I'm "serving" the players, I'm trying my >best to make sure that the effort they put in the game >is returned as a fun experience. For example, I >refrain from publically commenting on moves (usually) >because it may influence someone's thoughts on the >game, but I try my best to include a short general >introduction. And if I get an invalid order and *if* I >realize it's invalid in time (aka well before the >deadline), I'll send the player a note asking him to >re-check his/her orders. I won't even point to the >order in question, just mention that something may be >wrong. I get a confirmation or a correction. The game >proceeds smoothly and the players are happy - and >since I do that for every set of orders, every player >gets the "help" he/she deserves. Oh, btw, I also don't >run NMR games: if a player fails to make use of a >grace period or strikes more than one missed deadline, >the player is replaced and the replacement gets the >chance to negotiate before the turn is adjudicated. > >So, in my head it's simple really: are you in it for >the rules? or are you in it for the game? In the >second case, ask the player! No harm is done, on the >contrary you may be saving a very spectacular game >from a pointless cancellation. Perhaps he hasn't >understood the way you want orders written! > >Just my opinion guys. But if you haven't given any >thought to why you GM games, do so before deciding on >your set of house rules. > >Regards to all, >Gregory > >Send instant messages to your online friends http://uk.messenger.yahoo.com > > >Community email addresses: > Post message: [email protected] > Subscribe: [email protected] > Unsubscribe: [email protected] > List owner: [email protected] > >Shortcut URL to this page: > http://www.onelist.com/community/CAT23-Gchat >Yahoo! Groups Links > > > > > > > > > > >