Draw steel's victory system I think is a really strong contender for a design directly counteracting this rotation, as what is going to be a good play in round 1 is almost certanly dependent on your victory count. You might get a stable state once you have blasted trough that victory resources...
And I think this boils down to the crux: Rules are guidelines that come bundled with the game. Advice are guidelines that can be more situational. The latter seem to fit better with a "multiple sets of guidelines" applicable to one game - thinking :)
And I think this is sort of the thing with D&D. By not having any strong guidelines for the GM the range of how it can be reasonably played is extremely wide. I have also played and run D&D for 30 years, with quite a few different groups. Even in early 2000s I was keenly aware of the distinction...
I choked at this. There are absolutely nothing I have seen calling for this play style in D&D. I recognise this style might be common, but I have never experienced it as a DM or a player.
This was the post you responded to when I came back into the chat
My impression was that you expressed a problem with understanding this statement. I tried to supply my understanding.
I cannot think of any modern games that has the feature described, narrative or otherwise. However there was...
The issue I wanted to show was that GM facing rules and the home brew powers of D&D are in direct contradiction with each other. You cannot meaningfully introduce DM facing rules in D&D without compromising their ability to house rule.
In other words it is your premise "that can be house ruled...
How is this a limitation on the person that decides how much damage anything does?
Nope, these are rules for how the spells work when player characters cast them. These only apply to a GM themselves deciding to use the same spells for their creatures.
Ac is hardly a limitation for the one that...
If it had been that simple. There were factions that were very explicit about how encouraging play deviating from RAW was "lazy design". And there was also those that were very explicit about how their game was so tightly and well designed that if you missed or deviated on even the tiniest...
Writing something codifies something. Codification makes the activity feel different, even if they actually do not deviate from what you would have done anyway.
Also all codifications I have seen attempted are not covering the width of techniques I have employed as a GM.
This was a forge thing. "System matters", "protect players against GM abuse" and all that jazz. I never heard anything about strict rules as written because of design in connection with any rpgs before the 2000s. D&D 3ed manage to come out just before this was a thing and hence wasn't affected...
Even saying boring GMs aren't good is problematic. I can recognise the likes of Matt Mercer, Matt Colville, and Brandon being good at what they do. But whenever I try to watch any of their "actual plays" I give up as it is just FAAR too long winded for me. Get to the case, and the interesting...
I think the common comparison to 4ed is apt, as I think they are both in the positional tactics niche; tough they do it somewhat differently. 4ed I think was relying more heavily on special terrain, interactive objects and lingering location effects making fine-manevering a bigger part of the...
My reading is as many others very different. I read it more as them actively targeting the players of the number 1 rpg, providing them something sufficiently different that it warrants the jump, while also providing a playstyle niche that has no big-name presence due to the 4ed taint.
They have...
I also made a character by the Draw Steel book, and it was exactly the same linear process. The only thing I can see that could cause back and forth would be if wanting to immediately chose skill or perk (or kit) when those are mentioned, rather than do as me and make a note of that and wait...