SamhainIA wrote:
I think you and I have a different fundamental understanding of the judges role.
I see the judge as someone who's responsibility to keep the balance between the rules and the players and keep the story of the mod going as best as possible.
(and there are lots and lots of tools to adjudicate those interactions)
I agree with that sentiment in general.
SamhainIA wrote:
I feel that your coming from this as the players Vs the mod and the rules adjudicate between the two.
No module is going to be able to account for all of the players actions, they probably shouldn't even try to, the judge is there to keep things in balance and keep the game fun for everybody (including themselves)
I'm trying to look at it from both a players and GM's perspective. In a home campaign where there's a single GM and a general agreement on structure, approach and balance it's a lot easier to reach that balance.
When you have hundreds of people operating in a shared campaign with different GMs who have different styles and interpretations, it's helpful to provide guidelines for what to expect on both sides of the table. While not a perfect analogy if I tell you something's you think it's going to cost them $10 and it costs them $20 they're likely irritated. If you tell them you think it'll cost them $40 and it costs them $20, they're exceptionally happy. The real cost or balance of rules and GM interpretation hasn't or doesn't need to shift. Moderating expectations is the better plan.
You yourself have said that you will always play a character who's a caster. Given how flexible the rules are casters seem to be quite common. As it stands there are currently 4 different rules at a minimum in terms of how spells work outside of combat.
1. Binding spells you can try once per scene, try more than that and it's a Fate point. Explicit and clear and explained for game balance. Ok.
2. Assuming there's some reasonable availability of healing, everyone gets healed between combats. Wounds maybe being the sticking point if you don't have any way of dealing with it. Ok. The safest explanation / rationale for this is that the healing takes place within the same encounter of the same scene in which the damage was inflicted. Hence it avoids scene change conflicts etc.
3. Buff spells prior to a scene's start are only permitted when the GM thinks it makes sense or explicitly accounted for in the mod.
4. Buff spells in the mod may or may not be allowed to be cast once or more than once depending on the GM, but with no apparent other guiding factor or guideline. Ok...
Should that necessarily be an issue? Probably not. It makes it less clear for player and can make the GM's life a bit more difficult with players arguing with why not. There's also obviously wide range of interpretations of rules see the previous thread on "Doing the Impossible" with Fate.
If the goal is a reasonable consistent experience then arguably there should be a reasonably consistent guideline. Even if that's just an FAQ entry saying that effectively any buffing done outside of combat is left to the GM's discretion.
I tend to break things down and analyze. It's just the way I think. I have been told it's a detriment in acting and arguably by extension characterizations and GMing. I understand my limitations and hope I do a reasonable enough job despite them. In general I would rather have a common baseline. I will live without it as needed.
With a sweep of his hat,
Paul