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*Dungeons & Dragons
2/25/2013 L&L: This Week in D&D
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<blockquote data-quote="Balesir" data-source="post: 6093532" data-attributes="member: 27160"><p>OK, my own reasons for not preferring this style are as follows:</p><p></p><p>- In my experience (starting with OD&D from ~1975 and playing regularly up to ~1980), the nice "loosey goosey" feel lasts until the first time each "non-rule" is tested. After that, one of two things happens: either (a) whatever the DM decided becomes a new rule that the players will either evade or leverage, or (b) it doesn't become a rule, there is just as much uncertainty about the outcome next time as there was the first time. In this second case, persuing strategies or making plans becomes a waste of time; you have no basis on which to plan.</p><p></p><p>- My conclusion is that, in general, and excepting real corner cases, the "rule" that gets generated the first time a situation comes up would be better if it was covered in the rules from day 1. I therefore prefer games with clear and comprehensive rules.</p><p></p><p>- Note, however, that these rules <strong><em>do not need to be predicated on modelling the game world physics</em></strong>. They might be - but they might equally well define whose dictat is effective over what outcome at any specific time. There are a huge number of permutations by which this may be done in a way that will generate an interesting game - which is one reason there are many, many sets of RPG rules!</p><p></p><p>For me, though, the "there are no rules for this - make it up as you go along" method is just the rules writer telling me to make my own game in an ad hoc manner. I don't have time enough in life for that, any more, personally.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6093532, member: 27160"] OK, my own reasons for not preferring this style are as follows: - In my experience (starting with OD&D from ~1975 and playing regularly up to ~1980), the nice "loosey goosey" feel lasts until the first time each "non-rule" is tested. After that, one of two things happens: either (a) whatever the DM decided becomes a new rule that the players will either evade or leverage, or (b) it doesn't become a rule, there is just as much uncertainty about the outcome next time as there was the first time. In this second case, persuing strategies or making plans becomes a waste of time; you have no basis on which to plan. - My conclusion is that, in general, and excepting real corner cases, the "rule" that gets generated the first time a situation comes up would be better if it was covered in the rules from day 1. I therefore prefer games with clear and comprehensive rules. - Note, however, that these rules [B][I]do not need to be predicated on modelling the game world physics[/I][/B]. They might be - but they might equally well define whose dictat is effective over what outcome at any specific time. There are a huge number of permutations by which this may be done in a way that will generate an interesting game - which is one reason there are many, many sets of RPG rules! For me, though, the "there are no rules for this - make it up as you go along" method is just the rules writer telling me to make my own game in an ad hoc manner. I don't have time enough in life for that, any more, personally. [/QUOTE]
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