Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!linus!security!genrad!grkermit!masscomp!clyde!floyd!harpo!ihnp4!inuxc!pur-ee!uiucdcs!parsec!ctvax!uokvax!andree From: andree@uokvax.UUCP Newsgroups: net.games.frp Subject: Re: Creative use of spells - (nf) Message-ID: <5103@uiucdcs.UUCP> Date: Mon, 23-Jan-84 22:55:19 EST Article-I.D.: uiucdcs.5103 Posted: Mon Jan 23 22:55:19 1984 Date-Received: Fri, 27-Jan-84 09:34:53 EST Lines: 31 #R:inuxg:-25300:uokvax:2400028:000:1518 uokvax!andree Jan 22 01:24:00 1984 Thank you DAVID!!! Any FRP game is heavily dependent on the GM. D&D is particularly bad, as the rules are so loose that GM's have to start making their own decisions, which soon leads to rearranging the rules at will. I come from the original "Robots & Rockets" environment [we had a multiverse in the mid-70's: each GM's universe, plus any alternate time streams he cared to track], wherein all the universes of all the GM's were connected via the "teleport net" [1 gold piece can teleport you to any major city in the world; if at central teleport, to any central teleport in the multiverse], and EVERYBODY ran their own sets of rules. I quickly got used to changing rules & styles of play (and magic items - top hat +5's turning into hammers, cookies of invulnerability turning into potions, etc) as I went from universe to universe. Things that worked like a charm one day would get my characters dead the next in a different universe. The point is, a GM's style is his, and not yours. Unless he specifically asks about something (or a player asks about the reasonableness of something done to him), we probably shouldn't try to point out why what they did is silly, or rediculus, or whatever. It was done in a universe that THEY like to play in (or like to run, and can find someone who likes to play in it). Just because you wouldn't do it that way is no reason to try and convince them that what they did/was done to them was wrong. It wasn't, it was just different from how you would have done it.