August 30th, 2011 by Joel Haddock
There is a certain art to playing the role of Dungeon Master in a tabletop role playing game. Sure, you can spend hours picking out the perfect creatures to man the gatehouse of the evil overlord’s castle, and you can design the most devious of traps and puzzles to thwart invading parties of adventurers, but there is one variable you have little control over: the players. All that beautiful work can be completely for naught if they decide that instead of busting through the front gates, they want to use that teleport spell they found to warp up to the roof and sneak in the back door.
Now, the less artful DM solves this problem by forcing the players to stick only to the path that they have laid out. This often involves an awful lot of heavy-handed hints and orders from NPC, and occasionally falls back to the DM simply saying “you can’t do that.” The more skilled DM, on the other hand, rolls with the punches. Sure, now the players won’t get to appreciate the brilliant battle planned out for the front gate, but now the players are possibly having even more fun using their stealth and skills to make their way through the twisting corridors of the palace, trying to stay out of trouble. By giving the players more flexibility to solve problems the way they want to, the DM is most likely letting everyone have a lot more fun than if he doggedly kept them on his single-minded path.
CRPGs, obviously, don’t have the flexibility of an actual DM to deal with whatever the player throws at them. Still, like a skilled DM, the best games offer the player a variety of options to make their way through certain portions of the game. This gives the player a chance to try their hand at a little creativity beyond fighting their way through everything, as well as a chance to play with all those skills they’ve so lovingly selected.
Wasteland, while still limited by the technology at the time, still manages to offer the player that sense of flexibility in many situations. While many of its contemporaries were still in the mindset of the Bad DM, the designers of Wasteland created a series of unique situations in the game in which the player could think a little outside of the box to deal with obstacles.
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