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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="Oofta" data-source="post: 9509455" data-attributes="member: 6801845"><p>There's a lot here I just wanted to note that</p><p></p><p></p><p></p><p>I think it's safe to assume that I personally find FR kind of boring and less compelling than a lot of homebrew creations and I would say the same thing about a Star Trek, Star Wars or whatever other property you want to throw out. Those established settings may have interesting lore (or are just a garbage pail of ideas), but if I read up on it or watch the series then I already know a ton of stuff. I'm not surprised when there's Jedi and Sith in Star Wars, if I was a real geek I'm sure I could name different styles of ships, who made them and on what planet. </p><p></p><p>That doesn't make the campaign any more compelling, it just means there's less potential for surprising reveals. What makes a game compelling are the obstacles we face, the RP during the session, how the group interacts with each other and the world around them.</p><p></p><p>The rest of it? It just comes down to preference.</p><p></p><p>EDIT: I've never said other styles of play can't work for other people. Just that they don't work for me.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9509455, member: 6801845"] There's a lot here I just wanted to note that I think it's safe to assume that I personally find FR kind of boring and less compelling than a lot of homebrew creations and I would say the same thing about a Star Trek, Star Wars or whatever other property you want to throw out. Those established settings may have interesting lore (or are just a garbage pail of ideas), but if I read up on it or watch the series then I already know a ton of stuff. I'm not surprised when there's Jedi and Sith in Star Wars, if I was a real geek I'm sure I could name different styles of ships, who made them and on what planet. That doesn't make the campaign any more compelling, it just means there's less potential for surprising reveals. What makes a game compelling are the obstacles we face, the RP during the session, how the group interacts with each other and the world around them. The rest of it? It just comes down to preference. EDIT: I've never said other styles of play can't work for other people. Just that they don't work for me. [/QUOTE]
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