
Journal Short Circuit's Journal: RPG: Restricting Access to Rulebooks 16
I've heard of DMs in D&D restricting players' access to books like the Monster Manual. I imagine similar examples exist for other systems. Why do they do this, and is it really a good idea?
I've got a few ideas as to why the GM might do this, but I want to here from you guys. Specifically, if you were GM, why might you restrict access to rulebooks? Do you think it's a good idea in general?
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There are Things (Score:1)
Unless you are experienced doctor/zoologist/geek,you would never know detail about rare disease/animal/computer language in "real world"
If some GMs doesn't want their players just opens CompleteManualofRareKnowledge and saps mood and atmosphere of their scenario/campaign,prohibiting some rulebook is perfectly justfiable.
Oh yeah... (Score:3, Insightful)
I don't think this is the best way to handle things, but it should be discussed before every campaign that the 'rules' of the game aren't necessarily to be followed. If you want to know the condition of the creature you are fighting, for example, you should ask the GM. The only reason there are numbers and dice is to make the game realistic. The players should have fun and enjoy the game... let the GM do all the math.
Personally, I can't stand when someone RP'ing a farmboy encounters something like a minotaur and not only 'knows' its a minotaur, but 'knows' its weaknesses. A veteran gamer should know that he needs to be in the mindset/have the knowledge of his character, not the knowledge the player has.
Re:Oh yeah... (Score:1)
"This is a Role Playing game. Clearly, there is no way your farmboy could have that knowledge. Killing the minotaur in two seconds isn't fun. So, this is a mutant minotaur. See how everyone else in the group is laughing now that your head is 10 feet from your body? This is fun. It's a game. Deal."
And then the minotaur beheads the
paranoia and other things (Score:2)
The best way to handle player knowledge is to a priori set rules about what you may or may not change. My personal rule when I DM is this: all rules are subject to change, but if I make a change, it is permanent (the world should be consistent).
I frequently add monsters, for that very reason--that way no one could possible know what they are about to face! Works best that way. I rarely use canned adventures for the same re
Depends on game style (Score:2)
If the focus of the game is on how the characters react to events around them, then it doesn't matter if the players all know what it is.
If the focus of the game is on killin' stuff and gettin' 'arder, then, again, it doesn't matter.
That's a somewhat of a simplification, but it covers the main point. The most fundemental point is that n
speading the GM too thin (Score:2)
One of the other PC's got really aggrivated because it was just being annoying and they couldn't get rid of him. We then reviewed the rules and found he was breaking a crapload of them... the Vow of Poverty
Re:speading the GM too thin (Score:2)
Mind you, players like this are likely to not be invited back for further gaming as far as I'm concerned. AC 63? What a load of nonsense. My dragon character doesn't even have that!
Re:speading the GM too thin (Score:1)
kevin: I doubt he'll hit AC 63 with his foot!
/me rolls a few dice
me
kevin: !!! no way! You're cheating!
everyone else: he's the DM. STFU.
Re:speading the GM too thin (Score:2)
Of course, we're talking a 22nd level monk in a game that was designed to see if the Epic rules are broken (yes) and how to fix them. Your milage may vary.
I don't mind if people use rules I don't have in front of me, as long as I look them o
Re:speading the GM too thin (Score:2)
Re:speading the GM too thin (Score:2)
In the 13th level game I play in, the best AC is 36 (the Samuri when we buff his AC with special abilities) (well, 4
Re:speading the GM too thin (Score:2)
If someone creates a character using source material you don't have access to, why not respond in the same way ?
For example, take Tordenkakerlakk. It was a one-time villain in a Spider-Man special a long time ago - a magical creature that would always take a new shape after being defeated. It would also develop an immunity to whatever killed it the last time - you couldn't defeat it the same way twice. It changed from a giant insect into a giant worm-like thing into a giant humanoid, and then into a drago
I don't let them have access to my GM resources (Score:1)
dont let the players know jack (Score:2)
they shouldn't be browsing through the monster manual. that takes the edge out of new encounters.
I haven't played d&d in years, but our dm knew we all had the books, so he threw some monsters at us from expansions, stuff we hadn't seen before. those were some good battles. we ran across some spellweavers, we were all WTF what are these things and why does my ass hurt so much? They were very very hard
I've been gamin a LONG time (Score:2)
I started out dm-ing AD&D, no bloody revised, no bloody second, err you get the idea.
Been playing about once a week since about the time 3.0 came out. Mostly as a player, but I've been running a campain of my own since january about 2/3 of the time.
Generaly we don't have the issue anymore. The main reason is the PLAYERS know it's more fun if they're not totaly shure what the monsters can/can't do. Even t
Re:I've been gamin a LONG time (Score:2)
The look on thier faces was a fun mix, despite be very descriptive of how 'he seems to swell up with his rage' or 'blind furry is pla