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Rules Transparency - How much do players need to know?
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<blockquote data-quote="GMMichael" data-source="post: 6972760" data-attributes="member: 6685730"><p>[MENTION=6775031]Saelorn[/MENTION]: there are three other ways to establish reasonability: GM advice, a GM-produced guide for expectations (or what I call a campaign theme), and in-game experience.</p><p> [MENTION=42582]pemerton[/MENTION]: the differences in action economy that you used as examples are very much about physics computations; they're a question of how much time (player turns) is required to make X number of attacks (movement of pointy metal objects) and/or to climb a tree (moving Y pounds off the ground and the friction required to do it). They are -also- metagame constructs, used to simulate the physics.</p><p></p><p>The significance of this to this thread would go back to reasonability. Will the player expect to be attacked once or ten times while tree-climbing? Which is reasonable? If he doesn't know the rules, one would hope that he has one of the above-mentioned methods for answering that question.</p><p></p><p></p><p>Are you saying that playing a game with rules, but having a natural-language interface with those rules instead of technical-language, would feel like improv and dissuade you from playing?</p><p></p><p>E.g.</p><p>"I feel around inside the wardrobe for a secret compartment."</p><p>"I rolled 16. Is there a secret compartment?"</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6972760, member: 6685730"] [MENTION=6775031]Saelorn[/MENTION]: there are three other ways to establish reasonability: GM advice, a GM-produced guide for expectations (or what I call a campaign theme), and in-game experience. [MENTION=42582]pemerton[/MENTION]: the differences in action economy that you used as examples are very much about physics computations; they're a question of how much time (player turns) is required to make X number of attacks (movement of pointy metal objects) and/or to climb a tree (moving Y pounds off the ground and the friction required to do it). They are -also- metagame constructs, used to simulate the physics. The significance of this to this thread would go back to reasonability. Will the player expect to be attacked once or ten times while tree-climbing? Which is reasonable? If he doesn't know the rules, one would hope that he has one of the above-mentioned methods for answering that question. Are you saying that playing a game with rules, but having a natural-language interface with those rules instead of technical-language, would feel like improv and dissuade you from playing? E.g. "I feel around inside the wardrobe for a secret compartment." "I rolled 16. Is there a secret compartment?" [/QUOTE]
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