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Do You Use Your RPG Rules as Written?
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<blockquote data-quote="Mercule" data-source="post: 7382267" data-attributes="member: 5100"><p>And, this is where the conversation starts to make a lot of sense. I'm pretty much narrativist, with a enough gamism to keep it from becoming a writing circle and to indulge a few math fetishes, and just enough simulation to avoid blatant issues with suspension of disbelief. Note that I'm not a LARPer and that just seems weird, but no each his own. I'm here to play a game. I just see RPGs as being uniquely able to include a good story in that game.</p><p></p><p></p><p>I agree with this statement. My prior statements about outright ignoring rules were extremely flip. I just don't feel a strong need to know whether a katana and long sword should have different stats. I'm actually mostly fine with the Fate method of just using the Fight skill for all weapons and don't bother with modifiers because you could argue the dual-wielding dagger master gets inside the zweihander-wielding tank just as easily as the opposite and it all washes, in the end. Similarly, I don't feel a need for various bonuses at +1, +2, +3, advantage, +1d4, +1d6, etc. It's mathematically interesting, yes, and I kinda enjoy running the numbers, but it doesn't actually move my game forward. All I really need is normal, good, great, whatever those numbers are. Once I get it down to those, it's generally pretty apparent how good something is during play. With D&D, you do have the breadth of bonuses, and it's a bit more finicky, which is where I say I like the room to play test, then solidify.</p></blockquote><p></p>
[QUOTE="Mercule, post: 7382267, member: 5100"] And, this is where the conversation starts to make a lot of sense. I'm pretty much narrativist, with a enough gamism to keep it from becoming a writing circle and to indulge a few math fetishes, and just enough simulation to avoid blatant issues with suspension of disbelief. Note that I'm not a LARPer and that just seems weird, but no each his own. I'm here to play a game. I just see RPGs as being uniquely able to include a good story in that game. I agree with this statement. My prior statements about outright ignoring rules were extremely flip. I just don't feel a strong need to know whether a katana and long sword should have different stats. I'm actually mostly fine with the Fate method of just using the Fight skill for all weapons and don't bother with modifiers because you could argue the dual-wielding dagger master gets inside the zweihander-wielding tank just as easily as the opposite and it all washes, in the end. Similarly, I don't feel a need for various bonuses at +1, +2, +3, advantage, +1d4, +1d6, etc. It's mathematically interesting, yes, and I kinda enjoy running the numbers, but it doesn't actually move my game forward. All I really need is normal, good, great, whatever those numbers are. Once I get it down to those, it's generally pretty apparent how good something is during play. With D&D, you do have the breadth of bonuses, and it's a bit more finicky, which is where I say I like the room to play test, then solidify. [/QUOTE]
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