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Convincing 4th Edition players to consider 5th Edition
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<blockquote data-quote="Harlock" data-source="post: 5965415" data-attributes="member: 4545"><p>Straw man. Even Monte Cook of Rolemaster disagrees with you.</p><p></p><p></p><p></p><p>Not at all. A designer could be saying, "hey, the DM is the referee and if you cannot trust him to be fair that's not a game design problem, it's a personality problem."</p><p></p><p></p><p></p><p>Absolutely your opinion. Speaking from personal experience, I find more work in tedious columns of rules rather than a quick explanation of what someone is trying to do and quickly adjudicating the probability and letting the action move on. Please, don't pretend to speak for all DMs because you can't.</p><p></p><p></p><p></p><p>Unless you are gaming with people with borderline personality disorders, chances are you can find a decent DM who isn't out to screw the players at every turn with relative ease. Your straw man is a bogey man to boot. </p><p></p><p></p><p></p><p>And hardly any of it was a fact, either. I do understand from where you are coming and as I said before, it's easier to make a rules light(er) system and add complexity with modules, for just the type of game you are describing, than it is to build a rules heavy core and remove stuff and still keep it balanced. Adding to is always easier than taking away if you don't want to break a game. <em>That</em> would be good game design because you and I could play the same system and both be happy.</p></blockquote><p></p>
[QUOTE="Harlock, post: 5965415, member: 4545"] Straw man. Even Monte Cook of Rolemaster disagrees with you. Not at all. A designer could be saying, "hey, the DM is the referee and if you cannot trust him to be fair that's not a game design problem, it's a personality problem." Absolutely your opinion. Speaking from personal experience, I find more work in tedious columns of rules rather than a quick explanation of what someone is trying to do and quickly adjudicating the probability and letting the action move on. Please, don't pretend to speak for all DMs because you can't. Unless you are gaming with people with borderline personality disorders, chances are you can find a decent DM who isn't out to screw the players at every turn with relative ease. Your straw man is a bogey man to boot. And hardly any of it was a fact, either. I do understand from where you are coming and as I said before, it's easier to make a rules light(er) system and add complexity with modules, for just the type of game you are describing, than it is to build a rules heavy core and remove stuff and still keep it balanced. Adding to is always easier than taking away if you don't want to break a game. [I]That[/I] would be good game design because you and I could play the same system and both be happy. [/QUOTE]
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