I like that for board game, but not a TTRPG. A game of imagination and fantasy should not be governed by rules IMO. Advice and guidelines do just fine and better yet, they don't constrain our imagination to go were no rules can take us.My preference is for a game that actually tells you how to play it,
A good rule book for an RPG is well-considered and tested suggestions by someone who should know more than me about the generalities of game design and what the game intends to do.
I, however, know my own table and what I am trying to do at it better than the author of the game, and may adjust those general bits accordingly.
I like that for board game, but not a TTRPG. A game of imagination and fantasy should not be governed by rules IMO. Advice and guidelines do just fine and better yet, they don't constrain our imagination to go were no rules can take us.
Did I ever suggest otherwise?Just like any other game we can make changes, but those changes should be a group level decision in my opinion.
OK. What I have found is that my group (we've being playing together since the 80s) pretty much plays the same no matter the system or we stop playing that system. We started with a BECMI / 1e hybrid (we didn't know they were different), tried some CoC, Palladium, Gurps, Gama World, Conan, MERP, but always migrated back to our version of D&D, then migrated to 4e when it came out and then 5e when it came out. The D&D we play has always been to take the "rules" with a grain of salt and use what we like and pitch or revise or add to what we think doesn't work or needs some fixing. However, playing a game we know and like has never prevented us from "not being able to control how things turn out," or being "surprised by the direction of the story." I really don't understand what that has do with my comment at all.For me the entire point of playing a roleplaying game instead of just like roleplaying where we just decide things on consensus is the way the game constrains and shapes play. I have a preference towards games that provide a certain amount of latitude to the GM, but those constraints are what make games fun to me - particularly when the GM is me. I like not being able to control how things turn out. I like us all being surprised by the direction of the story. I like that when I sit down to run Blades in the Dark, Apocalypse World, B/X D&D, The Nightmares Underneath, or Sorcerer that I need to approach and think about running the game differently even if I am playing it with exactly the same other players.