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Star Wars Saga.5 Edition
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<blockquote data-quote="The Highway Man" data-source="post: 4351114" data-attributes="member: 65943"><p>Not really. </p><p></p><p>First, they're selling me a support and guidelines to play a role-playing game. Not "rules". It does include rules, but the product certainly isn't limited to them.</p><p></p><p>Second, WotC chooses to answer all the rules whining to come up with errata and other "official fixes" that are supposed to make the game run smoothly for everyone. Fact is? It doesn't, because the practice of rules is relative to the people involved in the game, or rather, the application of rules is relative to the particular group's need in terms of representation of a shared fantasy. </p><p></p><p>Ergo, the only viable solution to a rules' issue at the game table is a compromise between all the people at the game table, an effort led by the DM by virtue of being the referee at said table. </p><p></p><p>"Official rulings" only spawn one thing: more rules minutia. More nitpicking. More tinkering for loopholes and whatnot. Basically, the whining creates artificial loopholes that are then "fixed" by a new edition. That's convenient in business terms. It is ridiculous as it pertains to role-playing itself.</p><p></p><p>PS: As for not finding any "story" in a core rulebook well, there shouldn't be any single "story" implied by any role-playing sourcebook to begin with. That includes modules. The term as it applies to RPG is just misused and misinterpreted, leading all too often to DM-controlled games, railroading and so on.</p></blockquote><p></p>
[QUOTE="The Highway Man, post: 4351114, member: 65943"] Not really. First, they're selling me a support and guidelines to play a role-playing game. Not "rules". It does include rules, but the product certainly isn't limited to them. Second, WotC chooses to answer all the rules whining to come up with errata and other "official fixes" that are supposed to make the game run smoothly for everyone. Fact is? It doesn't, because the practice of rules is relative to the people involved in the game, or rather, the application of rules is relative to the particular group's need in terms of representation of a shared fantasy. Ergo, the only viable solution to a rules' issue at the game table is a compromise between all the people at the game table, an effort led by the DM by virtue of being the referee at said table. "Official rulings" only spawn one thing: more rules minutia. More nitpicking. More tinkering for loopholes and whatnot. Basically, the whining creates artificial loopholes that are then "fixed" by a new edition. That's convenient in business terms. It is ridiculous as it pertains to role-playing itself. PS: As for not finding any "story" in a core rulebook well, there shouldn't be any single "story" implied by any role-playing sourcebook to begin with. That includes modules. The term as it applies to RPG is just misused and misinterpreted, leading all too often to DM-controlled games, railroading and so on. [/QUOTE]
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