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D&D's Evolution: Rulings, Rules, and "System Matters"
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<blockquote data-quote="turnip_farmer" data-source="post: 8399066" data-attributes="member: 7029365"><p>In full agreement with that. </p><p></p><p>However, this leaves me with a bit of an issue with the idea of Free Kriegspiel.</p><p></p><p>If something's only going to come up once, I'll just make up a ruling and move on. I can not imagine ever stopping a game to look things up on Google to establish the plausibility of my interpretation of solid state physics. You just need to be transparent with players about how things work so they can plan effectively.</p><p></p><p>But, a lot of things you need to make a judgement on come up more than once, and I do want to ensure that my judgements are consistent. My players aren't going to require that the numbers I made up for carrying capacity accurately model the real world, but they do expect that they'll work the same each time. It's reasonable to use what you've learnt about how things work in the game world to plan for future.</p><p></p><p>So, when I've played with systems with few rules for any length of time, I find myself adding rules as I go. If there are no rules for how far someone can jump, or how long they can hold their breath, I write my rulings down so I remember to do it the same way next time.</p><p></p><p>And at some point I find myself asking 'why am I not just using a book that already has rules for this stuff?'</p></blockquote><p></p>
[QUOTE="turnip_farmer, post: 8399066, member: 7029365"] In full agreement with that. However, this leaves me with a bit of an issue with the idea of Free Kriegspiel. If something's only going to come up once, I'll just make up a ruling and move on. I can not imagine ever stopping a game to look things up on Google to establish the plausibility of my interpretation of solid state physics. You just need to be transparent with players about how things work so they can plan effectively. But, a lot of things you need to make a judgement on come up more than once, and I do want to ensure that my judgements are consistent. My players aren't going to require that the numbers I made up for carrying capacity accurately model the real world, but they do expect that they'll work the same each time. It's reasonable to use what you've learnt about how things work in the game world to plan for future. So, when I've played with systems with few rules for any length of time, I find myself adding rules as I go. If there are no rules for how far someone can jump, or how long they can hold their breath, I write my rulings down so I remember to do it the same way next time. And at some point I find myself asking 'why am I not just using a book that already has rules for this stuff?' [/QUOTE]
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D&D's Evolution: Rulings, Rules, and "System Matters"
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