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3e, DMs, and Inferred Player Power
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<blockquote data-quote="Mishihari Lord" data-source="post: 2555664" data-attributes="member: 128"><p>I'm with you on this one, Shaman. The rules are neither complete (cover all situations) or realistic (in accord with how my <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> common sense says the world should work) Since it's not entirely possible to remedy either of these by adding rules, it's my job as DM to make up for these deficiencies. WOTC has tried to fix these issues with rules by adding a whole lot more of them, but this has caused further problems, such as increasing the difficulty of learning the whole rule-set, increasing DM prep-time, increasing the difficulty of "winging it" when PCs go outside of your prepared material, empowering obnoxious rules-lawyers, and making the game more difficult to customize to how you want to play (Everything affects everything else, and Forgotten Realms D&D needs slightly different rules to support that style than, say, a Conan style D&D)</p><p></p><p>It sounds to me like those advocating a rules-slave approach to D&D have been burned by bad DMs playing fast and loose with the rules and think the solution is to make everything follow the rules precisely. Not so. Really good DMs also play fast and loose with the rules, but the difference is that they do so less visibly and for the fun of all.</p><p></p><p>The rules-slave approach also puts the game's emphasis somewhere that I don't want it to be. I would rather be thinking about what actions would make sense from my PC's point of view than what would give me another +1. That is i prefer a simulationist approach and insisting on precisely following the rules even when they don't make sense seems very gamist.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 2555664, member: 128"] I'm with you on this one, Shaman. The rules are neither complete (cover all situations) or realistic (in accord with how my ;) common sense says the world should work) Since it's not entirely possible to remedy either of these by adding rules, it's my job as DM to make up for these deficiencies. WOTC has tried to fix these issues with rules by adding a whole lot more of them, but this has caused further problems, such as increasing the difficulty of learning the whole rule-set, increasing DM prep-time, increasing the difficulty of "winging it" when PCs go outside of your prepared material, empowering obnoxious rules-lawyers, and making the game more difficult to customize to how you want to play (Everything affects everything else, and Forgotten Realms D&D needs slightly different rules to support that style than, say, a Conan style D&D) It sounds to me like those advocating a rules-slave approach to D&D have been burned by bad DMs playing fast and loose with the rules and think the solution is to make everything follow the rules precisely. Not so. Really good DMs also play fast and loose with the rules, but the difference is that they do so less visibly and for the fun of all. The rules-slave approach also puts the game's emphasis somewhere that I don't want it to be. I would rather be thinking about what actions would make sense from my PC's point of view than what would give me another +1. That is i prefer a simulationist approach and insisting on precisely following the rules even when they don't make sense seems very gamist. [/QUOTE]
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