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Do You Use Your RPG Rules as Written?
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<blockquote data-quote="Skepticultist" data-source="post: 7377304" data-attributes="member: 6898719"><p>This is where you lose me. Because this sounds like you're saying that if one player successfully demonstrates tactical play and the other players then learn from that and start using the same tactics, you then punish the players by reducing the effectiveness of being tactical. It <em>should</em> be SOP to seek maximum tactical advantage. To me, that's when a party goes from being a chaotic collection of conflicting interests and agendas and becomes a cohesive combat unit. And it would just be bewildering to me to have the DM say that the party is playing wrong by seeking tactical advantage.</p><p></p><p></p><p></p><p>This is entirely out of the blue. To be clear, I haven't said anything that would suggest I think RPGs are just "dungeon crawls and killing stuff." I'm not sure why you felt the need to go off on this tangent.</p><p></p><p></p><p></p><p>Nobody said anything about just wanting RAW or the GM not making rulings. There is a <strong>huge</strong> difference between "The GM made a ruling." and "The GM keeps making new rulings about already decided things because he can't be bothered to learn the rules or remember his ruling from one week to the next." I personally don't care if the game is run RAW or with plenty of house-rulings. I just have bad experiences with <u>inconsistent</u> GMs who play by the seat of their pants and think "on the fly" rulings are a valid substitute for, you know, learning the rules.</p></blockquote><p></p>
[QUOTE="Skepticultist, post: 7377304, member: 6898719"] This is where you lose me. Because this sounds like you're saying that if one player successfully demonstrates tactical play and the other players then learn from that and start using the same tactics, you then punish the players by reducing the effectiveness of being tactical. It [I]should[/I] be SOP to seek maximum tactical advantage. To me, that's when a party goes from being a chaotic collection of conflicting interests and agendas and becomes a cohesive combat unit. And it would just be bewildering to me to have the DM say that the party is playing wrong by seeking tactical advantage. This is entirely out of the blue. To be clear, I haven't said anything that would suggest I think RPGs are just "dungeon crawls and killing stuff." I'm not sure why you felt the need to go off on this tangent. Nobody said anything about just wanting RAW or the GM not making rulings. There is a [B]huge[/B] difference between "The GM made a ruling." and "The GM keeps making new rulings about already decided things because he can't be bothered to learn the rules or remember his ruling from one week to the next." I personally don't care if the game is run RAW or with plenty of house-rulings. I just have bad experiences with [U]inconsistent[/U] GMs who play by the seat of their pants and think "on the fly" rulings are a valid substitute for, you know, learning the rules. [/QUOTE]
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