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<blockquote data-quote="Celebrim" data-source="post: 6185604" data-attributes="member: 4937"><p>I've never managed to make it that far though admittedly it would be very cool. I find that in general, game time passes much more slowly than real time. Even with the occasional, "Five years of peace and prosperity pass, until the 5th month of the year 1645, when...", I've never had a campaign that went so long that even the children of the PC's were grown into PC's themselves. My present campaign is progressing at about 1 game month for 1 real life year. I suspect on those terms, even children are out of the question.</p><p></p><p></p><p></p><p>Keep in mind I wrote 5 pages of house rules on this question for 1e way back in the early 90's. Specialized rules are nothing new. They occur any time you are trying to adjudicate something that lies outside the normal framework. The problem with winging it is that winging it tends to be more predictable and less satisfying than the results of well crafted specialized rules. Rules help you overcome your biases, your stereotypes, and your easy answers. They are the well spring of creativity. You don't have to be hidebound to your rules, but if you don't have rules you are almost always hidebound to something else far more rigid. </p><p></p><p>I've been playing this game in some form or the other for more than 30 years now. If you think 'winging it' is superior to planning, you are usually fooling yourself. The best DMs I've met at 'winging it' where the ones that planned the most, and the DMs that praised their own ability to 'wing it' were consistently inferior. Being a DM is hard work. There is no way around that. Rules in my experience ease that work; they don't add to it. Getting someone else to write the rules is gold in your hand (which is why I'll put 'gold' in the hands of a writer in exchange for good rules).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6185604, member: 4937"] I've never managed to make it that far though admittedly it would be very cool. I find that in general, game time passes much more slowly than real time. Even with the occasional, "Five years of peace and prosperity pass, until the 5th month of the year 1645, when...", I've never had a campaign that went so long that even the children of the PC's were grown into PC's themselves. My present campaign is progressing at about 1 game month for 1 real life year. I suspect on those terms, even children are out of the question. Keep in mind I wrote 5 pages of house rules on this question for 1e way back in the early 90's. Specialized rules are nothing new. They occur any time you are trying to adjudicate something that lies outside the normal framework. The problem with winging it is that winging it tends to be more predictable and less satisfying than the results of well crafted specialized rules. Rules help you overcome your biases, your stereotypes, and your easy answers. They are the well spring of creativity. You don't have to be hidebound to your rules, but if you don't have rules you are almost always hidebound to something else far more rigid. I've been playing this game in some form or the other for more than 30 years now. If you think 'winging it' is superior to planning, you are usually fooling yourself. The best DMs I've met at 'winging it' where the ones that planned the most, and the DMs that praised their own ability to 'wing it' were consistently inferior. Being a DM is hard work. There is no way around that. Rules in my experience ease that work; they don't add to it. Getting someone else to write the rules is gold in your hand (which is why I'll put 'gold' in the hands of a writer in exchange for good rules). [/QUOTE]
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