hawkeyefan
Legend
I don't disagree that happens. But similar things can happen even if they've played the game. "your experience is clouded because you had a bad GM" or "you weren't actually playing the game by the rules" or etc.
Sure, that kind of thing can happen. Absolutely. I think that's part of why we have these discussions, to get a variety of opinions on the topic. To analyze what may be going right or wrong in any example of play.
But my question there is, why even bring that up in a discussion with someone you know hasn't played a particular game? What's the purpose? Is it to coax them into playing it? Is it to minimize their opinions? Something else?
To get a kind of foundation for understanding? Either for me or for them?
Maybe you are focused more on the "this can happen" and I'm focused more on the "why is this being brought up?"
Maybe that speaks to your own motives for bringing things up? I don't know....I can't help you with that.
I can explain that the reason I pointed out an example of firsthand experience being the most relevant kind of experience is because that's what we've been talking about. That's my stance. So I provided an example that supported that.
Do I think @Bedrockgames 's opinion of Hillfolk prior to playing it was invalid? No. Do I think it was less informed than someone who has played the game? Yes.
D&D seeks to remain open to many playstyles and styles of DMing and so it gives fairly limited guidance about principles and such IMO. But as was established earlier, it's not just the rules in the game but also the unwritten social rules that the group playing the game has erected. I mean, are you just arguing that such guiding principles must be in the official rules and can't come either socially or internally from the GM?
I wasn't arguing anything with the bit you quoted here. I was asking some questions.
So I think that your comment here about the "unwritten social rules" is pretty relevant. I think that D&D and many games like it leave a lot of that stuff up to the specific participants. They use a lot of vague language and constantly remind the reader that "this is all just suggestion, you should do whatever works". And this is something that has both pros and cons.
I do think that having principles of that kind clearly stated is a good idea. It's not a necessity, but it's a good idea. A lot of modern games do it, and it serves to make those unwritten social rules actually written. It gives the participants in the game common ground to discuss things. It gives them a foundation for having discussions about the game.
This is why most GMs of a game that has these.....Apocalypse World, Blades in the Dark.....are likely proceeding in a very similar manner in how they GM the game. Contrast that with D&D, where even within the same edition, you will get wildly varying accounts of how the game is played, and even in how it is "meant" to be played.
And for the most part, this is all a bit of a tangent, but as it relates to the agency of the player, I think knowing the rules of the game and how they're being applied and when is going to be a strong indicator that player agency is a consideration.