Re: Misson of a GM (WAS: Question about Spain and coasts)

"David E. Cohen" <[email protected]> Sat, 12 Mar 2005 13:29:40 -0500
Newsgroups gmane.games.diplomacy.cat23.game-chat
Message-ID <008f01c52731$73f676a0$a982bb18@Dell>
I have to agree here with Michael.  Unless it is a newbies game, I do not
ask for corrections to orders.  Even then, it would be stated in advance in
my house rules.  I do agree on the overall point though, that we are
facilitators, GMing so the players have as enjoyable experience as they can.


----- Original Message ----- 
From: "Michael D. Ashland" <[email protected]>
To: <[email protected]>
Sent: Friday, March 11, 2005 8:46 AM
Subject: Re: [CAT23-Gchat] Misson of a GM (WAS: Question about Spain and
coasts)


>
> 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
> >
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> >
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