I, too, used to enjoy suffering for my TTRPG art.Now I don't want to anymore.
I, too, used to enjoy suffering for my TTRPG art.Now I don't want to anymore.
This is always my problem, whenever the "crazy example" comes up, it just reads as a clear design prompt to me. Does your game not have improvised weapon and object interaction rules? That feels pretty easy to resolve without particularly complicated systems. See also "swinging from chandeliers."
You missed getting the 20,000th post. There’s still time to try for the 30,000th though.
Hmmm. Makes me think of that show where they bardly go where no man has gone before.I think we have different definitions of "missed."
As I say to bards, "How can I miss you if you won't go away?"
I don't have an object swinging system off the top of my head, but I want to point out that I don't actually care if they perfectly fulfill a genre convention; I would rather have a player note there is a chandelier and decide not to swing on it, because that would be an ineffective move than have to devise rules to make their choice worth doing.I’ve never seen a game handle improvised weapons and objects particularly well. Do you have some specific rules in mind you feel are great for this. Especially ones for swinging from the chandelier (especially ones that can cover more than a single genre convention around the difficulty of swinging from chandeliers.
Sure, but that should never be read as permission to not write rules about it.But it still requires some adjudication. What objects qualify as improvised weapons? And if all improvised weapons do not have same rules, (I for example might expect a frozen herring and a heavy shovel to have somewhat different rules) someone has to decide which rules each object gets. Same with the actions, some adjudication is often needed.
Because then you would likely have to go back and rewrite all of your history to match the newly created reality. Do you, or the players at your table, do that?The player authors a fiction. The character discovers a reality. How is that hard?
Just to be really extra clear, I'm asking for citations so that the actual game text can be analyzed.
Which games' research rules are you thinking of?
Yeah, agreed. But my point is that you cannot really get fully rid of adjudication thus the rules cannot ever be "complete" in manner you described earlier.Sure, but that should never be read as permission to not write rules about it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.