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General Tabletop Discussion
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Pros and Cons of going mainstream
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<blockquote data-quote="dkyle" data-source="post: 6052039" data-attributes="member: 70707"><p>It is. But if the player decides on an objective, it is much more satisfying to be able to realize that objective through application of well-defined rules, and say "I do this", than to ask the DM "do you permit me to succeed?", which is what a player must fall back on to in the absence of rules.</p><p></p><p></p><p></p><p>I'm not saying that DMs inherently don't use rules. I'm saying that they don't <em>necessarily</em> use rules. Whereas video games, by definition, are strictly driven by rules at all times. It's essentially inevitable that a DM will need to use fiat (that is, decisions made not on the basis of game rules) from time to time, if not frequently).</p><p></p><p></p><p></p><p>I find it hard to imagine rules that are both simple enough that a DM can consistently apply them himself, and complex enough that players can't figure them out rather quickly. And I don't think obfuscating the rules is a good thing, anyway, as the rules are a players only real means to impact the world they're playing in, without appealing to fiat. I don't see a good reason to make them guess about what their options are.</p><p></p><p></p><p>I think specifics might be useful: can you recall a specific gameplay experience within recent memory which imparted a "sense of wonder" to you? What gameplay mechanic helped enable that feeling?</p><p></p><p></p><p></p><p></p><p>I don't know who Raven Crowking is, or what he has to say about Sense of Wonder. I was just quoting the OP's terms.</p></blockquote><p></p>
[QUOTE="dkyle, post: 6052039, member: 70707"] It is. But if the player decides on an objective, it is much more satisfying to be able to realize that objective through application of well-defined rules, and say "I do this", than to ask the DM "do you permit me to succeed?", which is what a player must fall back on to in the absence of rules. I'm not saying that DMs inherently don't use rules. I'm saying that they don't [i]necessarily[/i] use rules. Whereas video games, by definition, are strictly driven by rules at all times. It's essentially inevitable that a DM will need to use fiat (that is, decisions made not on the basis of game rules) from time to time, if not frequently). I find it hard to imagine rules that are both simple enough that a DM can consistently apply them himself, and complex enough that players can't figure them out rather quickly. And I don't think obfuscating the rules is a good thing, anyway, as the rules are a players only real means to impact the world they're playing in, without appealing to fiat. I don't see a good reason to make them guess about what their options are. I think specifics might be useful: can you recall a specific gameplay experience within recent memory which imparted a "sense of wonder" to you? What gameplay mechanic helped enable that feeling? I don't know who Raven Crowking is, or what he has to say about Sense of Wonder. I was just quoting the OP's terms. [/QUOTE]
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