lokidr said:
I find your article to be a considered and reasonable approach to the Old School of thought on role-playing: let the dice fall where they may. Your central idea seems to be that fun is always better when it is earned, that making choices resulting in real impact is the most fun you can have, even if you die. It isn't a bad thought and it has certainly made a generation of RPG fans happy but I think it is limited mostly because there is more than one player.
Thanks for the well-considered response. You have certainly highlighted many of the challenging aspects involved in running a game in the manner I have described. To reply to your three points, let me break them up:
1) Bad Day - Certainly, it's possible for a person to have an exceptionally bad day out of game and bring his personal rage/anger/disgust to bear in a way that causes horrible problems for the game. I once had a player in Cyberpunk 2020, who'd had a fight with his girlfriend, deliberately trigger an atomic explosion to kill everyone's characters, just because.
2) Power Gamers - It can certainly be the case that a power gamer in a party of non-power gamers can wreak havoc by making his character better than everyone's.
Both #1 and #2 are just special cases of "player problems" and player problems are endemic to all campaigns. For example, in a more directed, narratively-driven story setting, a player having a bad day could also insult and abuse a critical NPC - say, a major noble whose alliance must be gained. How does the GM handle it? If he doesn't impose consequences on the party, he's made it clear that what the players say doesn't really matter and the railroad becomes apparent. Likewise, in more RP-centric campaigns, we've all seen the "amateur actor" with a high Charisma character who talks so much that more introverted, numbers-driven players can't participate.
I believe, for all types of GMs, the best way to handle the "griefing because of a bad day" problem is to immediately stop the game, pull the player aside, and ask him to leave the session to cool off, and have his character suffer whatever fate normally happens to absent players - in my campaigns, they become NPCed for that session. I have generally handled this with a "you'll thank my later" approach, and, in fact, the players always have thanked me for intervening. I'm sure other experienced GMs have their own methods. But the one thing I never do is alter the game to accomodate someone being a jerk for any reason.
Likewise, with power gamers, it's an issue best handled outside the game. The GM should talk to the player about expectations of his game. The GM is entitled to play with people of his choosing who play in ways he likes, and the best answer to a genuinely problem player is to not play with him. Most people, when confronted with bad behavior, will tone it down, though, I've found.
As far as #3) Story - Long-term story plans can absolutely be disrupted by an unexpected failure. But this is why I argue against long-term directed story in favor of emergent story. To be fair, however, my games are almost always set in campaigns that follow the Tolkienesque theme of the "long defeat" - i.e. it's not that the good guys are guaranteed to win, it's more inevitable that evil will one day win. The good guys are just hoping it won't be today. If your GM tastes run towards lighter fare, though, there are plenty of rule sets and optional rules that can stack the odds in the player's favor without needing to eliminate their agency. Mutants & Masterminds is brilliant at this.