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Iain, Ian, and You
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<blockquote data-quote="Argyle King" data-source="post: 6049666" data-attributes="member: 58416"><p>A lot of the things discussed in this article are why I like a game to have a good "physics engine." It's not because I'm a stickler for the rules, and/or because I a can only enjoy realism (though, I do tend to prefer games which have more of a nod toward it.) No, the reason is because -if the game world functions well without me needing to fiddle with it- I can spend more time thinking about story and my creative vision. When I have to disrupt my vision because the metagame concepts (i.e. level, wealth by level, the game assuming I have certain items, and etc,) force me to bend my creative vision to a set of laws and orders which don't make any sense to me. I lose my vision to the vision of someone else. So; oddly, I find that a game which starts with a better set of law and more order allows me to be more creative. That's not to say I need a ton of rules; I don't, but it does help to have rules which work in a way that is consistent with my vision and helps me to create my vision rather than one which gets in the way of my vision by enforcing a bunch of arbitrary rules which really have no context or meaning outside of the gears of said rules. I think some of the problems you highlight are more a product of modern D&D than they are a product of rpgs in general.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6049666, member: 58416"] A lot of the things discussed in this article are why I like a game to have a good "physics engine." It's not because I'm a stickler for the rules, and/or because I a can only enjoy realism (though, I do tend to prefer games which have more of a nod toward it.) No, the reason is because -if the game world functions well without me needing to fiddle with it- I can spend more time thinking about story and my creative vision. When I have to disrupt my vision because the metagame concepts (i.e. level, wealth by level, the game assuming I have certain items, and etc,) force me to bend my creative vision to a set of laws and orders which don't make any sense to me. I lose my vision to the vision of someone else. So; oddly, I find that a game which starts with a better set of law and more order allows me to be more creative. That's not to say I need a ton of rules; I don't, but it does help to have rules which work in a way that is consistent with my vision and helps me to create my vision rather than one which gets in the way of my vision by enforcing a bunch of arbitrary rules which really have no context or meaning outside of the gears of said rules. I think some of the problems you highlight are more a product of modern D&D than they are a product of rpgs in general. [/QUOTE]
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