Hi! I guess I am 'Neutral'!
I believe that you can cheat in solo game if you break the various, sliding parameters you set for yourself; thus spoiling the gameplay,
But unlike alignments (which I loathe, but I digress), the Chaotics ain't trying to brand me; the Paladin zealots are the ones with that task.
Malagant wrote...
I assume you're referencing the old 80's modules that utilized the whole "invisible ink" and colored film and not the ones that required a DM and a single player? Those could best be described as solitare modules as opposed to solo (although they were advertised as "solo"). The whole point of the solitare modules (like BSOLO, CM5, MSOL1, etc) were that they specifically required no DM which kind of kills the whole player as DM thing.
If the player is also acting DM in the solitare modules, then all those Choose Your Own Adventure and Which Way books that were also popular back then could be classified as role-playing games with the reader as DM and that just doesn't cut either.
I actually do not recall the details; just remember running a solo mod for myself to test the gameplay and setting. There was no colored film or special ink, though. And they are packed in crates somewhere in storage,
That seems to be a slightly loaded question. If the mod / world allots unlimited gold as part of its play and an integral part of that mod's constructed system, how could it be considered cheating?
I was asked to imagine if I were using commands ito gain gold/ammo in a RTS/ FPS. As I do not actually play either of them, I have no idea if these require special commands or not; just tried to answer the puzzle presented.
But the same generalities applies for me: If the player violates conditions he set for himself, then they may be cheating. If it is a m/p environment, and the players agree to a set of rules, and a Player violates those rules, it may be cheating. If the Player uses varient rather than the Default settings, and is playing solo; not cheating.
I would have to disagree for the simple fact that utilizing the options given to you within the structure of the game is not setting or monitoring the rules, unless the player has access to and is able to make adjustments to the hard-coded elements within the game. The player is not deciding how the rolls are made, what the physics of the environment are, the strength of the creatures (outside the provided difficulty option), the NPCs and their interaction with the player, or anything else within the modules environment which are functions of a DM.
They are though, when they accept the mod itself. The Players choose whether to allow the game to make the rolls, or perhaps to use the console commands; whether to accept the physics of the mod, or vary it,; whether to alter the creatures, interaction, etc. They become the DM.
The best way I can characterize this is by going back to those books all those years ago: The reader could certainly choose to continue to page 36 or the other option to page 15 then, should they not like where the page they chose is going, go back and choose the other option but that doesn't make them a DM. I look at SP mods the same way: you can choose a different direction, different options, restart, respawn, even adjust difficulty, but you aren't really controlling anything in-game but yourself and that is not DMing in my book.
Guess we use different books. If I am running a solo game, I am taking on the mantle of DM and Player. When I break rules that were set by myself (ie; DM), and spoil the gameplay, then I may be cheating. In your book, you allow the default rules of the book to be your DM, I guess.
I think i can understand where the outlook you have comes from, but I can see the other side, if I am understanding it correctly, in that the mod designer has no authority over the player except by proxy but the mod they created most certainly does unless one were to go into the toolset and manually adjust scripts and resources.
I cannot change scripts, but have used the command codes and funtions to alter the resources for play; may have even used the DM Client or Toolset once, but that was to try and make a fix on a door/ bug. It is my game afterall. The mod has no authority, in my book.
I suppose, in closing, I am saying that the only logical way a player can take on a dual role as DM is if they are playing an SP mod that they had created / developed themselves.
Nice stab at compromise, but I disagree. As I am able to alter and change the mod with the tools and commands of my own game, and am the one deciding which rules to use for play, I am both DM and Player,