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	<title>Comments on: The Hard and Soft Skills of GMing</title>
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	<link>http://www.dnaphil.com/2008/04/23/the-hard-and-soft-skills-of-gming/</link>
	<description>Game Master/ Project Manager/ Gnome</description>
	<lastBuildDate>Sun, 16 Nov 2008 01:47:40 -0800</lastBuildDate>
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		<title>By: Gnome Rodeo: More Links than a Sausage Golem</title>
		<link>http://www.dnaphil.com/2008/04/23/the-hard-and-soft-skills-of-gming/comment-page-1/#comment-102</link>
		<dc:creator>Gnome Rodeo: More Links than a Sausage Golem</dc:creator>
		<pubDate>Fri, 16 May 2008 09:26:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.dnaphil.com/?p=87#comment-102</guid>
		<description>[...] Encoded Designs: Our own DNAphil is too modest to pimp, but The Hard and Soft Skills of GMing is [...]</description>
		<content:encoded><![CDATA[<p>[...] Encoded Designs: Our own DNAphil is too modest to pimp, but The Hard and Soft Skills of GMing is [...]</p>
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		<title>By: It works! &#171; Cogito, ergo ludo.</title>
		<link>http://www.dnaphil.com/2008/04/23/the-hard-and-soft-skills-of-gming/comment-page-1/#comment-95</link>
		<dc:creator>It works! &#171; Cogito, ergo ludo.</dc:creator>
		<pubDate>Fri, 09 May 2008 07:32:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.dnaphil.com/?p=87#comment-95</guid>
		<description>[...] process of running the game is not mechanically complex; to use DNAPhil&#8217;s terms, the hard skills are not terribly complicated. The way dice work is complicated to explain in [...]</description>
		<content:encoded><![CDATA[<p>[...] process of running the game is not mechanically complex; to use DNAPhil&#8217;s terms, the hard skills are not terribly complicated. The way dice work is complicated to explain in [...]</p>
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		<title>By: Tommi</title>
		<link>http://www.dnaphil.com/2008/04/23/the-hard-and-soft-skills-of-gming/comment-page-1/#comment-94</link>
		<dc:creator>Tommi</dc:creator>
		<pubDate>Mon, 05 May 2008 19:14:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.dnaphil.com/?p=87#comment-94</guid>
		<description>On challenges: That there are several kinds of challenges is a good point. I think almost any obstacle or threat can be viewed as a challenge. I&#039;ll also argue that this is not always the best way to look at everything (applicable).

Take, for example, the traditional baby orc dilemma. With some groups it can inspire great play (arguments and other interaction among characters, usually). Is it a challenge? One can see it as a challenge to party integrity (if there is a party), or a challenge targeted at the moral nature of the characters. There is another way of seeing it, though: Given this interesting situation, what kind of people are the characters? Cold-blooded killers, perfect saints, something in between?
The same question can be applied to any situation involving surrendering or captives of war.

Another, different, situation: Put the player characters in a position where they have several right options (or essentially unlimited options) and see what they do. For example: PC is a hatchling dragon. Where to build a lair and what kind of lair? Again, this can be seen as a challenge, yet need not be seen as such. One game I might be running in the future: You are the only vampire(s). You are hunted. What do you do?

To take less obvious example: Very powerful wizard is approached by guardsmen out to arrest the wizard. It is clear that the guards are no challenge, but the situation is still interesting; the wizard may slay them all, negotiate, disappear, do something else, and every action has interesting repercussions.


This all is not to say that challenges are not usually interesting; they are, or at least challenging situations are. My point is that there are other ways of seeing play and sometimes those other ways are more useful.</description>
		<content:encoded><![CDATA[<p>On challenges: That there are several kinds of challenges is a good point. I think almost any obstacle or threat can be viewed as a challenge. I&#8217;ll also argue that this is not always the best way to look at everything (applicable).</p>
<p>Take, for example, the traditional baby orc dilemma. With some groups it can inspire great play (arguments and other interaction among characters, usually). Is it a challenge? One can see it as a challenge to party integrity (if there is a party), or a challenge targeted at the moral nature of the characters. There is another way of seeing it, though: Given this interesting situation, what kind of people are the characters? Cold-blooded killers, perfect saints, something in between?<br />
The same question can be applied to any situation involving surrendering or captives of war.</p>
<p>Another, different, situation: Put the player characters in a position where they have several right options (or essentially unlimited options) and see what they do. For example: PC is a hatchling dragon. Where to build a lair and what kind of lair? Again, this can be seen as a challenge, yet need not be seen as such. One game I might be running in the future: You are the only vampire(s). You are hunted. What do you do?</p>
<p>To take less obvious example: Very powerful wizard is approached by guardsmen out to arrest the wizard. It is clear that the guards are no challenge, but the situation is still interesting; the wizard may slay them all, negotiate, disappear, do something else, and every action has interesting repercussions.</p>
<p>This all is not to say that challenges are not usually interesting; they are, or at least challenging situations are. My point is that there are other ways of seeing play and sometimes those other ways are more useful.</p>
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		<title>By: dnaphil</title>
		<link>http://www.dnaphil.com/2008/04/23/the-hard-and-soft-skills-of-gming/comment-page-1/#comment-93</link>
		<dc:creator>dnaphil</dc:creator>
		<pubDate>Mon, 05 May 2008 16:52:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.dnaphil.com/?p=87#comment-93</guid>
		<description>No argument on Freeform play not having what I was defining at Hard Skills.  a game like that really centers on the Soft Skills of play.  

In my definition of Hard skills, I was really focusing on the game mechanics of more traditional RPG&#039;s.  And I would not consider a skill being both hard and soft, so you are right again.

As for delivering challenges to the players, I think that the definition of challenge may be important.  There are a lot of ways to challenge a player.  In the most mechanical sense, in a game like D&amp;D, a challenge can translate to a monster-based encounter, where your hard skills are put into use to create a mechanically interesting opponent, and to utilize the rules that apply to this creature (spells, abilities, etc.) to their best form.

But challenges show up in other forms, be it a mystery, a puzzle to solve, an NPC to convince to sway to your cause.  I think that challenges are a core component to most RPG&#039;s.  In one way our another, there is typically an opposition mechanic at play, be it overt or covert.  

I would think that a GM would want to create challenges that were enjoyable to the player.  A challenge, that the player knows that he can or cannot win, at the onset , is not entertaining.  The best challenges are the ones that make a player really work for the solution.  Be it the right spell to defeat the monster, or just the right thing to say to the Duke to have him commit his troops to your cause.  

I think a GM that does not want to create meaningful and entertaining challenges, regardless of game, is not playing as entertaining of a game as they could.</description>
		<content:encoded><![CDATA[<p>No argument on Freeform play not having what I was defining at Hard Skills.  a game like that really centers on the Soft Skills of play.  </p>
<p>In my definition of Hard skills, I was really focusing on the game mechanics of more traditional RPG&#8217;s.  And I would not consider a skill being both hard and soft, so you are right again.</p>
<p>As for delivering challenges to the players, I think that the definition of challenge may be important.  There are a lot of ways to challenge a player.  In the most mechanical sense, in a game like D&#038;D, a challenge can translate to a monster-based encounter, where your hard skills are put into use to create a mechanically interesting opponent, and to utilize the rules that apply to this creature (spells, abilities, etc.) to their best form.</p>
<p>But challenges show up in other forms, be it a mystery, a puzzle to solve, an NPC to convince to sway to your cause.  I think that challenges are a core component to most RPG&#8217;s.  In one way our another, there is typically an opposition mechanic at play, be it overt or covert.  </p>
<p>I would think that a GM would want to create challenges that were enjoyable to the player.  A challenge, that the player knows that he can or cannot win, at the onset , is not entertaining.  The best challenges are the ones that make a player really work for the solution.  Be it the right spell to defeat the monster, or just the right thing to say to the Duke to have him commit his troops to your cause.  </p>
<p>I think a GM that does not want to create meaningful and entertaining challenges, regardless of game, is not playing as entertaining of a game as they could.</p>
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		<title>By: Tommi</title>
		<link>http://www.dnaphil.com/2008/04/23/the-hard-and-soft-skills-of-gming/comment-page-1/#comment-92</link>
		<dc:creator>Tommi</dc:creator>
		<pubDate>Sun, 04 May 2008 18:01:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.dnaphil.com/?p=87#comment-92</guid>
		<description>There is freeform play, which (in some cases) means that social bargaining and implicit consensus take the role of rules. I&#039;d take that kind of game lacks all hard skills, assuming that a particular skill can&#039;t be both hard and soft, or assuming that &quot;rules&quot; mean mechanics and translating fiction into mechanics, or some similar assumption.

You also assume that a GM would want to delivar challenges to the players. I don&#039;t think that this assumption is always true.</description>
		<content:encoded><![CDATA[<p>There is freeform play, which (in some cases) means that social bargaining and implicit consensus take the role of rules. I&#8217;d take that kind of game lacks all hard skills, assuming that a particular skill can&#8217;t be both hard and soft, or assuming that &#8220;rules&#8221; mean mechanics and translating fiction into mechanics, or some similar assumption.</p>
<p>You also assume that a GM would want to delivar challenges to the players. I don&#8217;t think that this assumption is always true.</p>
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		<title>By: dnaphil</title>
		<link>http://www.dnaphil.com/2008/04/23/the-hard-and-soft-skills-of-gming/comment-page-1/#comment-89</link>
		<dc:creator>dnaphil</dc:creator>
		<pubDate>Thu, 24 Apr 2008 16:58:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.dnaphil.com/?p=87#comment-89</guid>
		<description>I think that you don&#039;t actually have to have either set of skills, to run a game.  If you lack one of them, then you tend to have some common issues with your games.

Granted that mastering the Hard Skill of Rules Mastery is easier with a rules light game, but to be effective with the game, you must really understand the rules.  

My best example of a rules light game I ran, was Amber:Diceless.  The game itself is not mechanically difficult, but to really deliver challenges to the player you have to understand the what the system is designed to handle and what it does not handle.

For example, Amber does not have a skill system.  It assumes that all the Amberites have had ample time to acquire any necessary skills that they may need.  Knowing this, you have to decide how mechanically you want to handle something like a car chase, when there is no skill for driving a car.  In addition, there is no Dexterity-like skill in Amber.  But by understanding the few rules of the game, you make the car chase a Warfare challenge, and resolve the car chase, in the same way you would a sword fight.

So I would not say that Rules Mastery is optional if you are playing a rules-light game.  I would say that it is easier to archive Rules Mastery than if you played something more mechanically complex, like Iron Heroes.</description>
		<content:encoded><![CDATA[<p>I think that you don&#8217;t actually have to have either set of skills, to run a game.  If you lack one of them, then you tend to have some common issues with your games.</p>
<p>Granted that mastering the Hard Skill of Rules Mastery is easier with a rules light game, but to be effective with the game, you must really understand the rules.  </p>
<p>My best example of a rules light game I ran, was Amber:Diceless.  The game itself is not mechanically difficult, but to really deliver challenges to the player you have to understand the what the system is designed to handle and what it does not handle.</p>
<p>For example, Amber does not have a skill system.  It assumes that all the Amberites have had ample time to acquire any necessary skills that they may need.  Knowing this, you have to decide how mechanically you want to handle something like a car chase, when there is no skill for driving a car.  In addition, there is no Dexterity-like skill in Amber.  But by understanding the few rules of the game, you make the car chase a Warfare challenge, and resolve the car chase, in the same way you would a sword fight.</p>
<p>So I would not say that Rules Mastery is optional if you are playing a rules-light game.  I would say that it is easier to archive Rules Mastery than if you played something more mechanically complex, like Iron Heroes.</p>
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		<title>By: Tommi</title>
		<link>http://www.dnaphil.com/2008/04/23/the-hard-and-soft-skills-of-gming/comment-page-1/#comment-88</link>
		<dc:creator>Tommi</dc:creator>
		<pubDate>Thu, 24 Apr 2008 15:18:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.dnaphil.com/?p=87#comment-88</guid>
		<description>Given that it is possible to play a game with very light rules, the hard skills seem to be largely optional.</description>
		<content:encoded><![CDATA[<p>Given that it is possible to play a game with very light rules, the hard skills seem to be largely optional.</p>
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