Well you might have said good faith instead of faith and it would have been clearer.
Mod Note:
Being unclear is not a valid basis for insulting people. It was uncalled for.
Treat people better, please.
Well you might have said good faith instead of faith and it would have been clearer.
Rules are the foundation for freedom. If you have rules, you know your capabilities and you are free. Without rules you are ignorant of your own skills.
There is no opposition between roleplaying and rules.
This is, in my opinion, the premise behind the martial/caster debate. The reason why casters are good is because they have freedom, and they have freedom because they have rules. Nobody argues that caster players cannot roleplay because they have lots of rules.
Rules are freedom because they provide a baseline of competence. A character who has an ability that says he can jump 50 feet is freer than a character who does not, because the character who does not have it likely cannot jump that distance.
Each ability that says you can do X is an assertion to that fact. It cannot be taken away. It does not rely on negotiation. It is a concrete thing. Liberating.
To put this in my jargony highfalutin' terms- the expression of an ability in Gygaxian space foreclosed the use of the ability in Arnesonian space. It's an eternal and evergreen debate. Does codifying abilities into rules help, because it provides certainty to the player? Or does codifying hurt, because it necessarily means that without the express ability, you can no longer do it, thereby limiting players? Or, put into the less highfalutin' terms we see on the internet ... WHY U PLAY BUTTON MASHING RPGS? Or ... WHY DO YOU PLAY MOTHER MAY I? Yeah, the original debate in D&D, the great thief debate ... it's that one that we still see. It's always all or nothing on the internet- either you are demanding that players are chained to looking up stuff on their character sheet, or you are demanding that players beg permission from an arbitrary and capricious GM to do anything.
Why? How?So to look at what you are saying-
To you, a rule that provides an ability gives you freedom, because you know you can do that.
The counterpoint is that this rules takes away the freedom of anyone else to do that who doesn't have that specific ability.
Again, you keep saying THAT this is true, but you have not said WHY it is true.That's a little abstract- so more concretely, the more that rules define how the character interacts with the fictional world (the more that is in Gygaxian space), the more you can get to the point where it's not just that a specific rule (like an ability) for a specific ability excludes the use by others, it also means that the lack of a rule will mean that something cannot be done.
Why not?In other words, with too much in the Gygaxian space ... trying to do something new without a rule?
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But it's not just "an opinion." It is a claim, and a rebuttal. It rebuts the claim that an absence of rules ensures that the player is able to do the things they want to do. In the genuine absence of rules, where absolutely everything becomes a topic of negotiation...and where one and only one party has all the bargaining power...you're gonna run into a lot of situations where--to use your own phrase--you will have no idea whatsoever how to pursue your goals, or even whether those goals can be pursued at all. That's one of the major functions of rules, to provide an identified path forward.@Minigiant just expressed a similar concern that I touched on and we often see- that without rules, you can't predict things (as you put it, you have to negotiate, or as people put it in pejorative terms, "Mother May I").
Thing is- that's a fine opinion to have! And one that dates back ... oh, to the beginning. Just like the idea that rules restrict freedom is also a fine idea, and people argue for that ... which also dates back to the beginning.
Incidentally, this is my main takeaway from playing Fate: if the genre/setting is clear and well-understood, it flows very easily. If the genre/setting is unclear, it's hard to get anything done.An absence of rules requires a clarity of reference.
Before the monk gets to run on water, did the fighter have the ability to? What about the wizard?
Because depending on the reference...
Joe might say Yes to the fighter but No to the wizard.
Bob might say Yes to both.
Minnie might say No to both.
But who will liberate players from the Tyranny of Fun??I would never design a game to fix bad DMs. Inexperienced DMs by all means. Teach them the right ways. But a bad DM is just someone who doesn't want the game to be fun. Ditch that DM.
Incidentally, this is my main takeaway from playing Fate: if the genre/setting is clear and well-understood, it flows very easily. If the genre/setting is unclear, it's hard to get anything done.
Why? How?
You have said that this is a thing. Why is it a thing? Why is it that person A being able to do thing X means person B cannot do thing X?
I think your earlier thread on Context Switching Paralysis or Why we Will Always Have the Thief Debate constitutes a full post on your idea of "The Great Thief Debate."Anyway, I wanted to go back over something I reference every now and then- "The Great Thief Debate." I realized that I never made a full post about it, and why it matters, and what it tells us about current issues and debates in RPGs.