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<blockquote data-quote="Greg K" data-source="post: 2569655" data-attributes="member: 5038"><p>I found Monte's thoughts on rules and DMs not to be what I had expected.</p><p></p><p></p><p>Quotes from <a href="http://www.montecook.com/arch_dmonly20.html" target="_blank">Rules are Rules (but nothing more)</a></p><p>" I've received criticism in the past for being a stickler for rules and I don't mind that at all. Consistency is a good thing, and the rules are there for a reason. But that reason should not get in the way of creativity."</p><p>"</p><p>"As I've said (in another context), this is just a game, which is a good thing. Don't let the rules get in the way of fun. And don't let them be a replacement for creativity -- creativity is an essential element in running a game."</p><p></p><p>" The designers of the newest edition built so much reliance on rules right into the game, to make it easier to play. As one of those designers, I occasionally think to myself, "What have we wrought?" Then I remember that we intended these rules to be tools to help people create their own game material. To demystify the craft of game designer -- to look behind the curtain. That was a good goal. The tools can be taken too far, though. The fact that tabletop roleplaying games have gamemasters is a strength, not a weakness. Don't let rules replace good DMing skills."</p><p></p><p></p><p>Quotes From <a href="http://www.montecook.com/cgi-bin/page.cgi?mc_diary3" target="_blank">Design Decisions, part 2</a></p><p></p><p>"Balance</p><p>While I've no one to blame but myself (and the other 3rd Edition designers, I suppose), there are some things that I think are simply unbalanced in the core rules. After years of further play, I just don't like how they work anymore."</p><p></p><p>"Using the DM</p><p>To try to explain some of the things I'm attempting to do with Arcana Unearthed (and the books that follow it), I'll occasionally have to back up a bit and explain some things that we did with the core rules. One thing, for example, that we tried to do was to "take the DM out of the equation" as much as possible. Now this has caused its own share of problems, but the reason we did it was to make the game as easy as we could for new players. If the DM has to make a lot of judgment calls, the game is more difficult to learn. However, it's my belief that it's also more satisfying"</p><p></p><p>"Arcana Unearthed isn't for new players. It assumes at least a moderate level of experience and maturity. My philosophy is, "You don't need me to tell you how to play -- I'll just provide some rules and ideas to use and get out of your way."</p></blockquote><p></p>
[QUOTE="Greg K, post: 2569655, member: 5038"] I found Monte's thoughts on rules and DMs not to be what I had expected. Quotes from [URL=http://www.montecook.com/arch_dmonly20.html]Rules are Rules (but nothing more)[/URL] " I've received criticism in the past for being a stickler for rules and I don't mind that at all. Consistency is a good thing, and the rules are there for a reason. But that reason should not get in the way of creativity." " "As I've said (in another context), this is just a game, which is a good thing. Don't let the rules get in the way of fun. And don't let them be a replacement for creativity -- creativity is an essential element in running a game." " The designers of the newest edition built so much reliance on rules right into the game, to make it easier to play. As one of those designers, I occasionally think to myself, "What have we wrought?" Then I remember that we intended these rules to be tools to help people create their own game material. To demystify the craft of game designer -- to look behind the curtain. That was a good goal. The tools can be taken too far, though. The fact that tabletop roleplaying games have gamemasters is a strength, not a weakness. Don't let rules replace good DMing skills." Quotes From [URL=http://www.montecook.com/cgi-bin/page.cgi?mc_diary3]Design Decisions, part 2[/URL] "Balance While I've no one to blame but myself (and the other 3rd Edition designers, I suppose), there are some things that I think are simply unbalanced in the core rules. After years of further play, I just don't like how they work anymore." "Using the DM To try to explain some of the things I'm attempting to do with Arcana Unearthed (and the books that follow it), I'll occasionally have to back up a bit and explain some things that we did with the core rules. One thing, for example, that we tried to do was to "take the DM out of the equation" as much as possible. Now this has caused its own share of problems, but the reason we did it was to make the game as easy as we could for new players. If the DM has to make a lot of judgment calls, the game is more difficult to learn. However, it's my belief that it's also more satisfying" "Arcana Unearthed isn't for new players. It assumes at least a moderate level of experience and maturity. My philosophy is, "You don't need me to tell you how to play -- I'll just provide some rules and ideas to use and get out of your way." [/QUOTE]
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