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<blockquote data-quote="The Shaman" data-source="post: 2555536" data-attributes="member: 26473"><p>And that's what GMs get to do. It even says so in the rule books.</p><p></p><p>If you consistently disagree with a GM's calls, then play with someone else.Is this an example a GM ruining your game, making a stupid call because s/he lacks the imagination to understand your perfectly valid idea?</p><p></p><p>I'm sorry, but I would have to agree with the unimaginative GM's stupid call on this one.What's true for you and your gaming groups may not be true for other gamers. Some gamers like this level of specificity and verisimilitude, so when the rules change, they might opt to stay with the older interpretation.As I read this, what you're describing is a social problem (e.g., playing with dweebs), not a rules problem.</p><p></p><p>I would say that this lies at the core of a lot of the problems discussed on this board: inexperienced or immature GMs and players.A GM who likes much of what a game has to offer, but finds that certain rules or even rules sections don't work to the GM's satisfaction in creating the experience s/he wants to offer, may not care why the rule was written. If a rule in the game takes away from exciting possibilities, then I tweak the rule - I don't dumb-down my game so that I can conform to someone else's idea of fun. What works for our group and our game is what's important to me, not what Ryan Dancey or Mike Mearls or Skip Williams tell me is important.</p><p></p><p><strong>Henry</strong> made a trenchant observation earlier in the thread: the rules for D&D reflect a shift in the direction of games like HeroClix, closing the open-ended ruleset more and more. That style of play may work for some folks, but not for me - when I reach a point where the preponderance of the rules in a game system don't allow me to readily create the games I want to run or join a game where I would enjoy playing along, then I'm done with that rule-system.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2555536, member: 26473"] And that's what GMs get to do. It even says so in the rule books. If you consistently disagree with a GM's calls, then play with someone else.Is this an example a GM ruining your game, making a stupid call because s/he lacks the imagination to understand your perfectly valid idea? I'm sorry, but I would have to agree with the unimaginative GM's stupid call on this one.What's true for you and your gaming groups may not be true for other gamers. Some gamers like this level of specificity and verisimilitude, so when the rules change, they might opt to stay with the older interpretation.As I read this, what you're describing is a social problem (e.g., playing with dweebs), not a rules problem. I would say that this lies at the core of a lot of the problems discussed on this board: inexperienced or immature GMs and players.A GM who likes much of what a game has to offer, but finds that certain rules or even rules sections don't work to the GM's satisfaction in creating the experience s/he wants to offer, may not care why the rule was written. If a rule in the game takes away from exciting possibilities, then I tweak the rule - I don't dumb-down my game so that I can conform to someone else's idea of fun. What works for our group and our game is what's important to me, not what Ryan Dancey or Mike Mearls or Skip Williams tell me is important. [b]Henry[/b] made a trenchant observation earlier in the thread: the rules for D&D reflect a shift in the direction of games like HeroClix, closing the open-ended ruleset more and more. That style of play may work for some folks, but not for me - when I reach a point where the preponderance of the rules in a game system don't allow me to readily create the games I want to run or join a game where I would enjoy playing along, then I'm done with that rule-system. [/QUOTE]
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